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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.
1

WEBLOGS PESSOAIS E IDENTIDADE: UMA ANÁLISE DISCURSIVA.

Rodrigues, Olira Saraiva 01 September 2009 (has links)
Made available in DSpace on 2016-07-27T13:53:18Z (GMT). No. of bitstreams: 1 OLIRA SARAIVA RODRIGUES.pdf: 570210 bytes, checksum: a59d57273d7a2e1592a6832b94a06eed (MD5) Previous issue date: 2009-09-01 / This study investigates the Network Society, as a society that assumes new discursive processes, cognitive, social and cultural, because, as Castells (2005), is in constant movement, virtual in essence. It can be seen in cyberspace, specifically the blogosphere, discursive corpus of research, the presence of numerous devices that allow the blogger, author of the weblog, share information and establish virtual links. Among them are the personal weblogs, where the authors provide information they consider important, they describe their daily life and report on them. Discursive operation like writing a diary, in which the self is placed in evidence (LEJEUNE, 2008; SCHITTINE, 2004). Accordingly, it proposed a linguistic and discourse analysis (ORLANDI, PÊCHEUX) in personal weblogs, for understanding this speech, and considering that the discourse on the construction of new identities have been determined by a speech major, which potentiates the existence of new subjectivities and new relationships , to the concepts of cyberspace , cyberculture" and virtual reality (LÉVY, 1999), produced by Computer-Mediated Communications (CMC). This search assumes that weblogs were not only as a simple technical device, but as a social phenomenon, a privileged space for the confirmation of a feeling of existence and used as a resource in the construction of identity that has been called "identity virtual (HALL, 2005; BAUMAN, 2005). Finally, it is to hold some sense and significance processes present in the virtual world, as a way to better understand each other, as student, teacher, colleague, family..., but also himself. The analysis process includes authors such as Lévy (1999), Castells (2005) for the Network Society and Cyberculture; Pêcheux (1988) (1997), Orlandi (1996) (2001) (1987) for discourse analysis, Hall (2005), Bauman (2004) (2005), Turkle (1997) for Identity and Lejeune (2008) and Schittine (2004) for Weblogs. / O presente estudo investiga a Sociedade em Rede, como uma sociedade que pressupõe novos processos discursivos, cognitivos, sociais e culturais, pois, conforme Castells (2005), está em contínuo movimento, virtual em sua essência. É possível observar no ciberespaço, mais especificamente na blogosfera, corpus discursivo da pesquisa, a presença de inúmeros dispositivos que permitem ao blogger, autor de weblog, trocar informações e estabelecer laços virtuais. Dentre eles há os weblogs pessoais, em que seus autores oferecem informações que consideram importantes, descrevem seu cotidiano e relatam sobre si. Operação discursiva semelhante a escrita de um diário íntimo, em que o self é colocado em evidência (LEJEUNE, 2008; SCHITTINE, 2004). Assim sendo, será proposto uma análise linguístico-discursiva (ORLANDI, PÊCHEUX) em weblogs pessoais, que permitam compreender tal discursividade, considerando ainda que o discurso sobre a construção de novas identidades tem sido determinado por um discurso maior, que potencializa a existência de novas subjetividades e novos laços sociais , a partir dos conceitos de ciberespaço , cibercultura e realidade virtual (LÉVY, 1999), produzidos pelas Comunicações Mediadas por Computador (CMC). Este trabalho parte do pressuposto que os weblogs não se constituem apenas como um simples dispositivo técnico, mas sim como um fenômeno social, espaço privilegiado para a confirmação de um sentimento de existência e utilizado como recurso identitário na construção do que vem sendo denominado de identidade virtual (HALL, 2005; BAUMAN, 2005). Enfim, trata-se de apreender alguns dos sentidos e processos de significação presentes no mundo da virtualidade, como um modo de se compreender melhor o outro, seja aluno, professor, colega, familiares..., como também a si próprio. O processo de análise conta com autores como: Lévy (1999), Castells (2005) para Sociedade em Rede e Cibercultura; Pêcheux (1988) (1997), Orlandi (1996) (2001) (2006) para a Análise de Discurso; Hall (2005), Bauman (2004) (2005), Turkle (1997) para Identidade e Lejeune (2008) e Schittine (2004) para Weblogs.
2

Community and Identity in Contemporary Physical and Virtual Spaces: Toward an Integration

Woodworth, Ashley C 12 May 2011 (has links)
The notions of community and identity are discussed and the various elements of each concept are analyzed in terms of their manifestation in physical and virtual spaces. A comparison of community and identity in physical and virtual spaces highlights the interdependent nature of these experiences in the intersection of these two spaces. Modern society functions through the use of technology that is ever increasing in speed and efficiency. We rely more and more on virtual technology as a tool to maintain relationships, perform various tasks, communicate and interact with others, and to manage our self-presentations. Thus, the fundamental experiences of community and identity must be studied in both online and offline contexts in order to determine how we can manipulate our use of technology for positive outcomes.
3

Síťová analýza sebeprezentace uživatelů na sociální platformě Facebook.com / Network analysis of the self-presentation of users on the social media platform Facebook.com

Medová, Kamila January 2019 (has links)
The Master's thesis Network analysis of the self-presentation of users on the social media platform Facebook.com focuses on the different ways of self-presentation and behavior of the users on the Facebook.com. The central theme of the thesis is the analysis of the self- presentation tools used by users to construct their virtual identities. In the theoretical part there are explained concepts of identity, self-presentation, social role and social network. The emphasis is also put on the dramaturgical concept of Erving Goffman, which is also the basic theory for this empirical research. The aim of this research is to find out whether there is a difference between the so-called virtual and real user identity and to point out the existence of the so-called ideal self. The research consists of two parts and combines two research methods. In the first part of the research, there are analysed all the data obtained by qualitative in-depth interview. This data is then used in the following network analysis of the content of their Facebook profiles. This network analysis is the main outcome of this thesis. In the conclusion, the findings obtained during the research are presented and at the same time they are compared with previous researches dealing with this topic.
4

Jakým způsobem adolescenti prezentují vlastní osobu na sociálních sítích? / How present adolescents own person on social networks?

RŮŽIČKOVÁ, Lucie January 2019 (has links)
Diploma thesis "How do adolescents present their own person on social networks?" Deals with virtual self-presentation of internet social network users in the age range from 15 to 18 years. The presented master thesis is conceived as theoretical - empirical. In the theoretical part, the key concepts related to the submitted master's thesis - identity and self-presentation - will be explained. Attention will also be paid to social networks, especially to their functions and self-presentation means, which will be characterized in the theoretical part. In the empirical part of the thesis, the research will be carried out and a comprehensive presentation of the results will be presented.
5

Territoire virtuel, identite réelle : la plasticité identitaire sur Internet / Virtual territory, real identity : plasticity of identity on the internet

Lukasiewicz, Claude 09 December 2009 (has links)
A travers une enquête réalisée auprès de plus de 2 400 étudiants provenant de 19 filières différentes, nous avons étudié l'outil Internet comme outil révélateur d'une identité réelle, non pas tant à travers les différentes expressions identitaires que le sujet utilise et les différents territoires virtuels qu’il emprunte qu’à travers les raisons qu’il invoque pour s’y connecter. Partant de l’hypothèse selon laquelle le cyberespace est non seulement un espace de communication et d’interaction, mais aussi un espace psychologique, c'est-à-dire un espace symbolique et un lieu d’expression identitaire, notre travail a pour objectif de déterminer les motivations profondes qui se greffent ou qui se substituent à celles que l'individu évoque habituellement pour justifier sa connexion. Le cadre théorique pluridisciplinaire, qui constitue les deux premières parties de notre travail, se situe au confluent de trois approches. La première porte sur l’étude du territoire en tant que facteur constitutif de l’identité individuelle et collective. La seconde s’articule autour des travaux centrés sur l’étude du concept d’identité, limitée à celle du sujet et de son fonctionnement psychologique. La troisième met l’accent sur les travaux qui concernent la mise en place et la pratique des médias informatisés, et plus spécifiquement d’Internet, ainsi que sur les transformations sociétales qu’elles génèrent et la plasticité identitaire qu’elles révèlent.Notre enquête occupe la troisième partie de notre travail. Elle nous a permis, d’une part, de recueillir les réflexions de nos sujets, autour de quatre thèmes : la représentation qu’ils se font d’Internet, les craintes ou les espoirs que ce nouvel outil de communication leur inspire, les incidences sociales qu’il est susceptible d’engendrer, et les modifications spatiales qu’il peut générer. Et, d’autre part, d’étudier l’outil Internet comme médiateur-réflecteur dans le processus de la construction identitaire et les mécanismes psychologiques qu’il révèle. / Through a student survey carried out from more than 2 400 people in 19 different college courses, we analyzed the Internet as a tool revealing real identity, nothing so much as the different identity expressions and virtual territories a subject can use, than the reasons he invokes for connecting to the Internet. Starting from the hypothesis that the cyberspace is not only a communication and interaction space, but also a psychological or symbolic one, as well as an identity expression place, our work aims to determine the deeper motives which come along or replace the motivations the individual puts forward to justify his connection. The multidisciplinary theoretical frame of the two first parts of our work is at the junction of three approaches. The first one is based upon the territory study as a constituent factor of the individual and collective identity. The second one deals with the study of identity concept works, restricted to the individual scope and his psychological mode. The third one stresses upon works about the setting up and practice of computer-mediated communication, more specifically the Internet, as well as, consequently, the generated societal mutations, and the brought out plasticity of identity.Our survey is developed in the third part of our work. It enabled us on the one hand, to gather our students’ thoughts according to four themes: their own representation of the Internet, their fears or hopes about this new communication tool, the social impact it could generate, and the space transformations it could cause. On the other hand, to study the Internet tool as a mediator / reflector in the identity building process and psychological mechanisms it brings out.
6

High School Graduates' Perspectives on the Creation of Online Identities

Koh-Herlong, Lisa 01 January 2015 (has links)
Technological advancements continue to increase online accessibility and the virtual population. As students engage with these advancements, their lives and identities will be on a worldwide platform. The realities of online identities present a challenge for educators to teach students how to manage those online identities. Researchers have studied the after-effects of online identities, but there is a gap in understanding the individual's thought process during the creation of online identities. The purpose of this interpretative phenomenological analysis was to understand the perspectives of working high school graduates regarding the creation of online identities. The research questions were designed to elicit recent high school graduates' perceptions or viewpoints about creating online identities. The conceptual framework for this study included social identity theory and computer-mediated communication theory. Data were collected from 9 face-to-face interviews, including the creation of summary sheets, and were analyzed via member checking and extensive manual coding. Eight themes emerged, revealing that online identities were created to support social connections. The participants' responses generated 4 types of online identities: real, desired, enhanced, and deceptive. Participants did not place consideration into the idea that they were creating an identity. Recommendations included an application for educators to model online behavior and to help students manage their online identities. Further studies could include a data gathering tool that uses an anonymous platform. These findings can inform curriculum and expand the landscape of the literature toward the social change goal of helping students grow and thrive in the online world in a safe, effective, and ethical manner.
7

Uvědomování si rizik spojených se sociálními sítěmi u dětí ve volnočasových klubech v Plzni / Awareness of the risks associated with social networks by children from leisure-time clubs in Pilsen

JANOUŠKOVCOVÁ, Pavla January 2015 (has links)
The main topic of this thesis was risks associted with social networsk by children from leisure-time clubs in Pilsen. The theoretical part was divided into several chapters which deal with the social networks (with their genesis, types a risks), virtual relationships, the cyberbullying, features of the social networks in lives of children and young people, self-concept and identity and rules of safe internet.
8

Subkultura mládeže v online prostředí / Youth Subculture in the Online Environment

SUCHANOVÁ, Jana January 2011 (has links)
Over the last ten years Internet become substantial information and communication tool for all age and social groups of Society, but it has a specific status among the younger generations. This thesis understands the Internet as a virtual environment which supports the formation of new Youth subcultures and also the communication of currently existing subcultures. Theoretical part defines the basic terms and concepts (Youth, socialization, identity, culture, subculture, and counterculture) which correspond with the orientation in researched environment. The thesis characterizes also virtual environment, computer games and psychosocial aspects of these worlds. The practical part is based on qualitative research study (depth interviews) of the subculture of the on-line computer games players. The data gathered by depth interviews were processed on the basis of the methods of grounded theory.
9

A formação da identidade virtual na comunidade do Orkut / The formation of the virtual identity in the community of the Orkut

Vaz, Raphael do Amaral 18 November 2011 (has links)
Made available in DSpace on 2016-04-28T20:37:59Z (GMT). No. of bitstreams: 1 Raphael do Amaral Vaz.pdf: 970202 bytes, checksum: 4df41be31518a3c02063ccb1928f99d9 (MD5) Previous issue date: 2011-11-18 / This research aims to study the construction of identity in the virtual community Orkut, identifying the reasons for the choice of identity and how individuals construct their virtual identity, aims to also determine what features and qualities are virtual identity, identify similarities and differences between virtual and real life identity, and, finally, to observe how the subject relates to your friends Orkut and how it relates to them in real life. For this, we conducted semistructured interviews with ten patrons of that community (men and women) between 20 and 32 years. The respondents' answers were categorized from some common words found in them. The results were analyzed using the theoretical framework of Analytical Psychology. It was observed that results in the formation of virtual identity is based on the various ways in which users work in this social network. Established through interaction between friends, many users design their wishes on Orkut to be seen by others as they would like to see. Raised through the categories of responses, we can observe that the construction of virtual identity that occurs from projective action of the subject in relation to the other members of social networking and also always having a relationship with the real identity of the subject. We can say that the formation of virtual identity in this study had a fundamental importance to clinical psychology, as we understand the permanence of Orkut users in a psychic link is established between the subject and digital social network, providing projective actions of psychic contents Persona / Esta pesquisa visa a estudar a construção da identidade virtual na comunidade do Orkut, identificando quais as motivações para a escolha da identidade e como o sujeito constrói a sua identidade virtual; tem por objetivo, ainda, verificar que características e qualidades têm a identidade virtual, identificar semelhanças e diferenças entre a identidade virtual e a vida real, e, por fim, observar como o sujeito se relaciona com suas amizades do Orkut e como se relaciona com elas na vida real. Para isso, foi realizada entrevista semidirigida com dez frequentadores dessa comunidade (homens e mulheres), entre 20 a 32 anos. As respostas dos entrevistados foram categorizadas a partir de algumas palavras em comum encontradas nas mesmas. Os resultados foram analisados por meio do referencial teórico da Psicologia Analítica. Observou-se nos resultados que a formação da identidade virtual ocorre a partir das diversas maneiras com que os usuários atuam nesta rede social. Por meio da interação estabelecida entre os amigos, muitos usuários projetam seus desejos no Orkut a fim de serem vistos pelos outros da forma como gostariam de serem vistos. Nas categorias levantadas por meio das respostas, foi possível observar que a construção da identidade virtual ocorre a partir dessa ação projetiva do sujeito na sua relação com os demais membros da rede social e também tendo sempre um vínculo com a identidade real do sujeito. Podemos dizer que a formação da identidade virtual neste estudo teve uma importância fundamental para a Psicologia Clínica, pois compreendemos que a permanência dos usuários no Orkut consiste em um vínculo psíquico estabelecido entre o sujeito e a rede social digital, proporcionando ações projetivas de conteúdos psíquicos da Persona
10

Identidade em social network games: a construção da identidade virtual do jogador do FarmVille e do SongPop

Rebs, Rebeca da Cunha Recuero 20 May 2014 (has links)
Submitted by Maicon Juliano Schmidt (maicons) on 2015-04-27T13:49:00Z No. of bitstreams: 1 Rebeca da Cunha Recuero.pdf: 11770215 bytes, checksum: 07c38c78dc089539e21f20149e0039ca (MD5) / Made available in DSpace on 2015-04-27T13:49:00Z (GMT). No. of bitstreams: 1 Rebeca da Cunha Recuero.pdf: 11770215 bytes, checksum: 07c38c78dc089539e21f20149e0039ca (MD5) Previous issue date: 2014-05-20 / Nenhuma / A presente tese parte do reconhecimento de que os social network games oferecem espaços para que os seus participantes exercitem a reflexão de suas identidades. Neles, sujeitos identificam-se e moldam seus perfis para serem reconhecidos e interagirem com os demais jogadores. O objetivo centra-se em compreender como são configuradas estas identidades do gamer nos seus jogos. A discussão teórica incluiu a problematização dos conceitos-chaves de identidade e de jogos online, questões relacionadas à visualização das identidades no Ciberespaço e a forma adquirida nos jogos online e mediações culturais, midiáticas, competências tecnológicas e relacionadas aos jogos. Os social network games foram contextualizados a partir de aspectos históricos, situação atual, ambientes suportes, possibilidades e dinâmicas sociais. A pesquisa empírica parte de uma construção de tipos de games em termos das possibilidades para a construção identitária, que inclui os jogos de Construção de Mundos, que estimulam a personalização do ambiente e os de Participação em Mundos, que estimulam a competição com atores da rede social. Optou-se pela realização da metodologia netnográfica desenvolvida em um jogo dentro de cada uma destas categorias: o Farmville e o SongPop (respectivamente), além de entrevistas com uma amostra de jogadores. Os resultados apontam a existência de elementos no jogo capazes de oferecerem lugares para o desenvolvimento de apropriações sociais (avatar, bens virtuais, interações sociais e território virtual), indicadoras de facetas identitárias destes sujeitos. Por meio deles, percebeu-se a existência de matrizes identitárias nos social network games (aleatórias, competitivas, representativas e valorativas) capazes de direcionar o modo de construção individual e coletivo destes indivíduos antes mesmo de terem contato com estes lugares de apropriação nos jogos. As implicações deste estudo revelam a existência de uma dupla via de afetação oriunda não apenas da estrutura dos jogos, mas, principalmente, dos espaços criativos que os sujeitos encontram para manifestarem suas identidades. Por meio deles, os social gamers não apenas revelam traços de si, como também parecem incorporar novas facetas identitárias oriundas destas construções no game ao seu self, o que sugere um importante papel destes ambientes lúdicos e virtuais na constituição identitária do sujeito atual. / This thesis begins with the recognition that social network games offer spaces for participants to reflect on their identities. In them, users identify themselves and shape their profiles to be recognized and to interact with other players. Our objective focuses on understanding how these identities are configured and how they reflect the gamer in their own games. The theoretical discussion includes key concepts such as identity and online games, the visualisation of identities in cyberspace, the forms online games and cultural mediations take and the technical skills related to these games. The social network games were contextualized from their social and historical aspects, present situation, media environments and dynamic possibilities. Our empirical research is grounded on a construction of types of games based on terms of possibilities for identity construction, which includes "World Construction" games that stimulate the customization of environments and "World Participation" games, which encourage competition with actors of the social network. We chose to use a netnography methodology, developed in games within each category: Farmville and SongPop (respectively), as well as interviews with a sample of players. The results show the existence of elements in the game that are able to offer places to the development of social appropriation (avatars, virtual goods, social interactions and virtual territory), indicators of identity facets of these subjects. Through them, we realized the existence of identity matrices in social network games (random, competitive, descriptive and evaluative) capable of directing the way individual and collective construct these subjects even before they have contact with these appropriation places in the games. The implications of this study reveal the existence of two ways of affecting users that arises not only from the structure of the games, but mainly from creative spaces where subjects manifest their identities. Through them, the social gamers not only reveal traces of themselves, but also seem to incorporate new identity facets of these constructs derived in the game to their self, which suggests an important role of these ludic and virtual environments in the identity constitution of the subject.

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