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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.
11

WOM awareness : A quantitative analysis of word of mouth marketing’s effects on the use of social network services / ‘Word of mouth’-medvetenhet : A kvantitativ analys av mun-till-mun-marknadsförings effekt på användning av sociala medier

Warnhag, Anton January 2015 (has links)
Marketing has become obsessed with word of mouth. Though long known to be important for consumer decisions, social media has put it into overdrive, providing the infrastructure to launch big campaigns that nonetheless enters people’s consciousness on a very personal level thanks to messages being passed along by friends. This thesis explores what social media users think about this part of their user experience, attempting to answer how widespread awareness is and how their attitude to it affects their own use. Results show that a large majority of users in Sweden are aware that their spreading the word about a product or service can be considered a form of advertising, and that it also affects their own method of sharing. However, how much they use these services is not affected. Implications for social media providers and marketers are discussed.
12

Applying Uses and Gratifications Theory to Investigate Social Media User’s Motivations for Mastodon

Wang, Mian 30 September 2021 (has links)
No description available.
13

Coleções de imagens flutuantes: álbuns fotográficos digitais on-line

Garcia, Camila Lopes 18 October 2010 (has links)
Made available in DSpace on 2016-04-26T18:10:16Z (GMT). No. of bitstreams: 1 Camila Lopes Garcia.pdf: 4300232 bytes, checksum: e034c96be58a34dffa252f8d510f93ba (MD5) Previous issue date: 2010-10-18 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The research Collections of floating images: digital online photo albums analyzes the photo collections in the passage of the secondary media to the tertiary media, that is, the transition of the traditional photo album to the digital online photo album put in the social network services, such as Orkut, Facebook and Flickr. The transformations on the amateur photographic habits are analyzed, concerning the filing logic and its social function, due to the technological substitution and the individualization of the machine that produces images. To do so, based on historical and theoretical perspectives, the image is taken in relation to death from the rupestrian paintings to the techno-images, part of Ivan Bystrina s, Edgard Morin s, Régis Debray s and Hans Belting s studies and the sharing of private life photo albums in digital environment, sustained on Vilém Flusser s concepts of no thing , greed and cosmic brain , Norval Baitello s iconography, Dietmar Kamper s visibility crisis , Eugênio Trivinho s ideia of real time existence and Jean Baudrillard s concept of simulacrum . Three digital online photo albums were analyzed, which made possible the identification of two different analyses categories of photo collections on the internet: the ones that give real existence to the network member s profile and the ones that contribute to a common world mapping, due to the use of a search model, or information recovery, by folksonomy tags / A pesquisa "Coleções de imagens flutuantes: álbuns fotográficos digitais on-line" analisa o colecionismo fotográfico na passagem da mídia secundária para a mídia terciária, isto é, na transição do álbum de fotos tradicional para o álbum de fotos digital on-line alocado em redes sociais como o Orkut, o Facebook e o Flickr. São estudadas as transformações ocorridas no hábito fotográfico amador, no que tange à lógica de arquivo e sua função social, em virtude da substituição tecnológica e da individualização do aparelho produtor de imagens. Para tanto, a partir das perspectivas históricas e teóricas, pensa-se a imagem e sua relação com a morte - desde as pinturas rupestres às tecno-imagens, presente nos estudos de Ivan Bystrina, Edgard Morin, Régis Debray e Hans Belting - e o compartilhamento dos álbuns de fotos da vida privada em ambiente digital, apoiando-se nos conceitos de não coisa , gula e cérebro cósmico de Vilém Flusser, na iconofagia de Norval Baitello, na crise da visibilidade de Dietmar Kamper e na ideia de existência em tempo real e simulacro de Eugênio Trivinho e Jean Baudrillard, respectivamente. Três álbuns de fotos digitais on-line foram analisados, o que possibilitou a identificação de duas categorias diferentes de colecionismo fotográfico na internet: os que conferem existência real ao perfil do integrante da rede e os que contribuem para um mapeamento coletivo do mundo, em função da utilização de um modelo de busca, ou recuperação das informações, por meio de tags folksonômicas
14

Examining Facebook Use, Self-compassion and its Interactions With Subjective Well-being

Andersson, Måns January 2019 (has links)
The use of social network services (SNS) has exponentially grown especially among younger generations. Facebook (FB) use today constitutes a part of many university students’ everyday life. At the same time, research interest for self-compassion has grown tremendously. High self-compassion is associated with high subjective well-being (SWB), while high FB use has shown association with lower SWB. The effect of interaction between FB use and self-compassion in predicting SWB has thus far not been tested. This study examined if FB use correlated with SWB, if self-compassion correlated with SWB, and if the level of self-compassion had a moderating effect between FB use and SWB. A survey containing measures of frequency and duration of FB use, Self-Compassion Scale - Short Form, Positive and Negative Affect Schedule, and Satisfaction With Life Scale was administered to Swedish university students (N = 231, M age = 24.84, SD = 5.9). A hierarchal regression analysis was used to test if FB use and self-compassion interacted to predict SWB. The regression analysis showed that only self-compassion significantly predicted SWB. This study suggests that frequency and duration of FB use might not be enough to predict SWB. Future research could benefit from mapping more precisely what kind of FB use is beneficial or non-beneficial for user well-being. Also, future research could benefit from considering type of FB use in interaction with the level of self-compassion in predicting SWB. / Användandet av sociala medier (SNS) har växt kraftigt bland yngre generationer. Facebook (FB) användande utgör idag en del av många universitetsstudenters vardagliga liv. Samtidigt har forskningsintresset kring self-compassion vuxit. Hög self-compassion är associerat med högt subjektivt välbefinnande (SWB) medan högt FB-användande har visat associationer med lägre SWB. Effekten av interaktion mellan FB-användande och self-compassion för att predicera SWB har ej tidigare studerats. Denna studie undersökte korrelation mellan FB-användande och SWB, korrelation mellan self-compassion och SWB, samt om self-compassion hade en modererande effekt mellan FB-användande och SWB. En enkät innehållande mätning av frekvens och duration av FB-användande, Self-Compassion Scale - Short Form, Positive and Negative Affect Schedule och Satisfaction With Life Scale administrerades till svenska universitetsstudenter (N = 231, M age = 24.84, SD = 5.9). Hierarkisk regressionsanalys användes för att undersöka om interaktion mellan FB-användande och self-compassion kunde predicera SWB. Regressionsanalysen visade att endast self-compassion signifikant kunde predicera SWB. Resultatet föreslår att frekvens och duration av FB-användande möjligtvis inte är tillräckligt för att predicera SWB. Framtida studier kan med fördel mer utförligt undersöka vilken typ av FB-användande som har fördelaktig eller icke-fördelaktig effekt på SWB, samt ta hänsyn till typ av FB-användande och nivå av self-compassion i interaktion för att predicera SWB.
15

Diagnostika mobilných sietí / Mobile Network Diagnostics

Krkoš, Radko January 2018 (has links)
The thesis deals with the topic of mobile network diagnostics, different methods applicable for this purpose and methodology for technical diagnostics and consequent error mitigation or mobile network optimisation. Service commonly offered by mobile networks and their quality of service requirements and analysis methods are described.
16

Moderní služby honeypot/honeynet pro klasické informační sítě / Honeypot/Honeynet as modern services for classical information networks

Karger, David January 2020 (has links)
This work describes honeypots, their definition, clasification and logging possibilities. In the practical part honeypots are tested for the services that are most often attacked, their installation is performed and tests are made for basic familiarization with the functionality of the honeypot. Furthermore, the honeypot is exposed to the Internet and the obtained data are analyzed.
17

Umělá inteligence pro klasifikaci aplikačních služeb v síťové komunikaci / Artificial intelligence for application services classification in network communication

Jelínek, Michael January 2021 (has links)
The master thesis focuses on the selection of a suitable algorithm for the classification of selected network traffic services and its implementation. The theoretical part describes the available classification approaches together with commonly used algorithms and selected network services. The practical part focuses on the preparation and preprocessing of the dataset, selection and optimization of the classification algorithm and verifying the classification capabilities of the algorithm in the various scenarios of the dataset.
18

Εξόρυξη και αξιοποίηση δεδομένων τοποθεσίας από υπηρεσίες κοινωνικής δικτύωσης

Ντεντόπουλος, Περικλής 03 April 2015 (has links)
Η ολοένα και αυξανόμενη χρήση των ηλεκτρονικών υπολογιστών και του Διαδικτύου σε διάφορες εκφάνσεις της καθημερινότητας του ανθρώπου, έχει επιφέρει μια επανάσταση στο χώρο της τεχνολογίας, η οποία εξακολουθεί να υφίσταται στις μέρες μας. Η έλευση και η εδραίωση του Web 2.0 και των εργαλείων που το απαρτίζουν, σε συνδυασμό με την έμφυτη τάση του ανθρώπου για επικοινωνία, οδήγησαν με τη σειρά τους στην εμφάνιση των λεγόμενων Υπηρεσιών Κοινωνικής Δικτύωσης. Οι υπηρεσίες αυτές προσφέρουν δυνατότητες επικοινωνίας, ψυχαγωγίας αλλά και διαφήμισης και αποτελούν, πλέον, αναπόσπαστο κομμάτι της καθημερινότητας πολλών ανθρώπων παγκοσμίως. H αυξανόμενη χρήση των υπηρεσιών αυτών, σε συνδυασμό με την εμφάνιση και καθιέρωση των λεγόμενων έξυπνων κινητών συσκευών που είναι εξοπλισμένα με GPS και μπορούν να εντοπίζουν την τρέχουσα θέση του εκάστοτε χρήστη, οδήγησαν στον εμπλουτισμό των υφιστάμενων υπηρεσιών κοινωνικής δικτύωσης με χαρακτηριστικά τοποθεσίας, αλλά και στην ανάπτυξη μιας νέας κατηγορίας δικτύων, των λεγόμενων Υπηρεσιών Κοινωνικής Δικτύωσης που βασίζονται στην τοποθεσία. Οι υπηρεσίες αυτές διαθέτουν όλα τα γνωρίσματα των παραδοσιακών κοινωνικών δικτύων, ωστόσο το κύριο χαρακτηριστικό τους είναι ο εντοπισμός και ο διαμοιρασμός της γεωγραφικής θέσης του χρήστη. Σήμερα, οι υπηρεσίες κοινωνικής δικτύωσης που βασίζονται στην τοποθεσία είναι εξαιρετικά δημοφιλείς με εκατομμύρια χρήστες παγκοσμίως. Αυτή η αποδοχή και η εκτεταμένη χρήση τους έχουν ως αποτέλεσμα έναν εξαιρετικά μεγάλο όγκο δεδομένων, ο οποίος είναι διαθέσιμος μέσω των Διεπαφών Προγραμματισμού Εφαρμογών που αυτές διαθέτουν και έχει κεντρίσει το ενδιαφέρον των ερευνητών για μελέτη. Στα πλαίσια της παρούσας μεταπτυχιακής διπλωματικής εργασίας, θα μελετηθούν οι υπηρεσίες κοινωνικής δικτύωσης, οι υπηρεσίες κοινωνικής δικτύωσης που βασίζονται στην τοποθεσία, τα χαρακτηριστικά που αυτές διαθέτουν, καθώς και ορισμένα παραδείγματα τέτοιων υπηρεσιών. Επιπλέον, θα παρουσιαστεί η υλοποίηση μιας εφαρμογής, η οποία συλλέγει δεδομένα για 10 ευρωπαϊκά αεροδρόμια από τα API του Foursquare και του Facebook, αλλά και δεδομένα για διάφορα σημεία του Foursquare σε σχέση με δεδομένα καιρού από το API της υπηρεσίας OpenWeatherMap, η δημιουργία ενός διαχειριστικού περιβάλλοντος για το σκοπό αυτό, καθώς και τα αποτελέσματα από τη στατιστική ανάλυση των μετρήσεων. Στόχος μας είναι να διερευνήσουμε εάν τέτοιου είδους δεδομένα είναι αντιπροσωπευτικά των αντίστοιχων πραγματικών δεδομένων ή σχετίζονται με δεδομένα από άλλες διαδικτυακές υπηρεσίες. Αυτό γίνεται μελετώντας τη συσχέτιση των πληροφοριών που αντλούνται από το Foursquare με τα αντίστοιχα δεδομένα του πραγματικού κόσμου, τη συσχέτιση των δεδομένων που παράγονται από το Foursquare και το Facebook, αλλά και των δεδομένων του Foursquare σε σχέση με δεδομένα καιρού από την υπηρεσία OpenWeatherMap. / The more and more growing use of computers and the Internet in different situations of man’s everyday life, has brought about a technological revolution which continues happening in our days. The advent and the consolidation of Web 2.0 and the tools which form it, in combination with the man’s innate trend for communication, lead by their turn to the development of Social Network(ing) Services (SNS). These services give the chance to people for communication, entertainment, as well as advertising and they are an integral part in people’s everyday lives worldwide. The growing use of these services, in combination with the appearance and the establishment of the so called smart mobile devices which are equipped with GPS and can detect the exact location of every user, lead to the enrichment of the undergoing Social Network Services with location characteristics, but also to the development of a new category of networks, the Location-Based Social Networks (LBSN). These services have all the characteristics of the traditional social networks, however their main feature is the localization and the distribution of a user’s location. Today, the Location-Based Social Networks are extremely popular to millions of users all around the world. This acceptance and their extending use have as a result an extremely volume of data which is available through their Application Programming Interfaces (APIs) and it has roused the interest of researchers for study. Within the framework of the present postgraduate thesis, the Social Network Services, the Location-Based Social Networks, their features and some examples of these services will be studied. Moreover, the materialization of an application which collects data for 10 european airports from the APIs of Foursquare and Facebook, but also data for different venues of Foursquare in connection with weather data from the API of OpenWeatherMap, as well as the creation of an administrative environment for this purpose and the results of the statistical analysis of our measurements will be presented. Our goal is to investigate if such data are representative of real world data or if such data are related to data from other online services. This is done by studying the correlation of data which are derived by Foursquare with the equivalent data of the real world and the correlation of data which are produced by Foursquare and Facebook, as well as the correlation of data which are produced by Foursquare with weather data from OpenWeatherMap.
19

Die Medienkompetenz Jugendlicher im Umgang mit digitalen sozialen Netzwerken

Hummel, Wolfgang 25 October 2013 (has links) (PDF)
Die Vielzahl, Vielfalt, Allgegenwart und permanente Präsenz sozialer Web 2.0-Angebote übt einen bedeutenden Einfluss auf das Aufwachsen, die Freizeitgestaltung, das schulische Lernen und die Identitätsbildung jugendlicher Nutzer aus. Der einstige Medienrezipient befindet sich nicht mehr nur in der Rolle des Lesers und passiven Konsumenten, sondern er ist gleichermaßen Akteur und Publizist [4, 22]. Der Umgang insbesondere jugendlicher Nutzer mit sozialen Netzwerken und deren Potentialen und Risiken ist daher seit einigen Jahren ein wichtiger Forschungsbereich [vgl. 3, 7, 8, 9, 10, 11]. In diesem Zusammenhang ist die Medienkompetenz von entscheidender Bedeutung [vgl. 4, 17, 22]. In diesem Beitrag wird die Medienkompetenz Jugendlicher speziell im Hinblick auf den Umgang mit sozialen Netzwerken thematisiert. Wie wird Medienkompetenz derzeit wissenschaftlich definiert? Finden die vielen speziellen Anforderungen an die Nutzer der „social network services“ (SNS) in den bestehenden Modellen ausreichend Berücksichtigung? Welche Teilkompetenzen sind für die Nutzung der digitalen sozialen Netzwerke durch Jugendliche notwendig? (...)
20

日本遊戲平台企業的網路服務策略:任天堂與索尼之比較研究 / The Network Service Strategy of Japanese Video Game Platformer: A Comparative Case Study of Nintendo and Sony

賴裕強, Lai, Yu Chiang Unknown Date (has links)
日本遊戲產業歷史悠久,自1980年代成立以來,培養眾多具備經驗與獨特內容的企業群聚,至今仍在全球遊戲市場扮演要角。但隨著市場全球化以及產業風向的轉變,日本遊戲產業的優勢已經大不如前。不僅遊戲企業的研發能力下滑、遊戲平台銷售萎縮,國內的遊戲市場也發生「質變」。   任天堂、索尼過去曾以產業龍頭之姿,領導遊戲平台的商業模式。在遊戲產業的平台與市場走向多元化以後,則經由次世代遊戲平台與網路服務的發展,嘗試複合的商業模式。如何把握並理解這一系列現象,成為本研究的出發點。 本論文討論任天堂、索尼的網路服務策略,自帳戶、下載、媒體、連線等使用政策檢視其策略內容,並從資源、價值、競爭與需求等角度分析策略因素的影響。以共同結構聚焦之方法,設計比較研究分析。研究過程參考專家學者的研究專書、期刊論文等文獻;同時援引日本智庫統計的遊戲產業數據,經深度訪談法參考企業與學者的意見,提高本論文的參考價值。   本研究發現,不同的策略因素考量,塑造了日本遊戲產業的兩種網路服務策略,本論文將之歸納為「任天堂模式」與「索尼模式」的網路服務策略。任天堂模式的網路服務,以遊戲內容為主,以遊戲玩家的需求為優先,以網路服務提升遊戲的耐玩性與互動性,重視高品質的獨創內容與娛樂體驗的創新。索尼模式的網路服務策略,是以整合娛樂內容為方向,同時滿足遊戲、社群、媒體等使用需求,以跨裝置、雲端儲存等技術為基礎,追求軟硬體相乘的商業模式。 / Nintendo and Sony, major platform holder of console game, leading the business model of video game industry since 1980s. With their know-how and unique game software, Japanese video game industry had been the major of global video game market. However, due to the globalization of markets and industrial innovation, Japanese platform holders and game developers are losing their dominance.   In recent years, Japanese video game industry is taking downturn in marketing and development. On the other hand, Japanese domestic market is getting a “qualitative transformation”. Since the transformation of market is on the way to Multi-platform and Cross-device, Nintendo and Sony are trying to develop their own network services with next-generation game platform for a complex business model.   Finding the way to describe these phenomena is the research question in this thesis. In this research, we have analyzed the network service strategy of Nintendo and Sony with a comparative study in their using-policy. Contents of strategy were observed from their management of accounts, digital distribution, multi-media and connection between devices. The Affect of strategic factors was inspected through the resources, capabilities, competition and needs in the market.   The results show that the dissimilarity of vision and core values leads to different network service and strategies. We summarized them as “Nintendo model” and “Sony model”. The “Nintendo model” is focus on the needs of gaming, in order to improve the user experience of game software and console. In contrast, the “Sony model” is based on the cross-device integration of entertainment contents, pursuing the hardware-software synergy. Keywords: Japanese Videogame Industry, Network Services, Strategy, Nintendo, Sony.

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