• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 29
  • 26
  • 22
  • 21
  • 18
  • 10
  • 9
  • 9
  • 6
  • 5
  • 4
  • 4
  • 2
  • 1
  • 1
  • Tagged with
  • 158
  • 158
  • 41
  • 39
  • 31
  • 31
  • 23
  • 22
  • 22
  • 22
  • 22
  • 22
  • 22
  • 22
  • 22
  • 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.
21

¡¥Korean Wave¡¦ of Fan Culture: To Investigate the Interaction of Fans and Network Technology

Chen, Yen-li 21 October 2012 (has links)
K-pop throughout Asia and cause a new Korean wave in recent years, fans who adore K-pop idol has been gradually expanding and attracted much attention. You can see fans showing their fanatical behavior from the news reports. Fans use the Internet to quickly grasp the information, the e-community is the best platform for fans. Fan culture has become increasingly rich and diverse in the era of the Internet. This study tries to explore that fans how to interact with the Internet technology¡HAnd the Internet technology how to change the network relationship between the fans¡HIn this study, the data collected through participant observation and interviews with fans who adore K-pop idol. The result found that Internet is the best tools for fans, it can transmit and spread information. The Internet became a bridge which connecting fans around the world. Fans gathered together and collected resources to reach the goal, they also establish online identity based on their common e-community¡Bcommon experience instead of their background.
22

A Study of Factors Affecting Members¡¦ Loyalty toward Virtual Communities

Lee, Yu-Ching 14 July 2000 (has links)
Virtual community (VC) provides a place for people to communicate and form friendship in cyberspace. Researchers found that the business benefits only occur when members have loyalty towards VCs. This study focuses on factors that affect people¡¦s loyalty towards VCs. First, we study related papers, and did a survey to experienced VC members, to find out the more complete factors that affect them. Then, we did a second survey of Formosa Bulletin Board System members to discover the different important ratings in these factors. According to the survey result, we grouped 23 factors into 4 components: Content, VC Management, VC Brand, and Communication. The result shows ¡§Content¡¨ is the most important component, and different demographic segments, like gender, age, jobs, VC using time, Internet Using time, etc, will show different rating in the components mentioned previously. This study suggests VC managers take good care of ¡§the quality of information content¡¨, and encourage members to create their own content, and form friendships with other users to increase members¡¦ loyalty toward VCs.
23

A Fraework Research on Applying the Multimedia Technology of Internet System in Education for the Marine Environment

Peng, Yao-Cheng 31 August 2001 (has links)
This research focuses on the discussion of how network education helps to improve marine environment. In recent years, due to the serious pollution of the environment of the sea near Taiwan, the development of education of marine environment becomes necessary. The popularity of Internet not only establishes the information system but also leads us into a new digital era of knowledge economy. The most influential impact of Internet on education is the rapid development of cyber learning. This study employs the technology of multi-media, information sharing mechanism, information alnalysis, to establish information system in the education of marine environment. The major purpose of this study is to explore the relationship of the cyber technology of distance learning and the education of marine environment. The discussion includes curricula design for cyber learning, the system of knowledge exchange in marine environment, evaluation of learning performance and the suggestion for development of informative education system in marine environment.
24

Developing Social Network Analysis System for Virtual Teams in a Professional Virtual Community

Chen, Chun-Hung 04 July 2002 (has links)
Social network analysis is used to find all relationships from the group, dig out the prominent patterns, and observe how information flows between dyads. By social network analysis approaches, users can know how information flows through network ties, how people acquire information and resources, and how cleavages and coalitions operate. In this research, we develop a useful social network analysis system to facilitate teams¡¦ collaboration. The system can draw a social network in ego-centered or whole network layout, and provide information of social network attributes of all users. Both team leaders and general members can make use of it to understand relations and interaction patterns of their team. We also generalize social network attributes to analyze task-based teams at different team development stages for discovering the interaction patterns of different groups in groups¡¦ life cycles. Interaction patterns of members in the team and roles that users play have high influence on a virtual team¡¦s development. With these discoveries, team leaders can obtain concise information about their teams¡¦ performance, and community managers can capture stereotypes of virtual teams in the community. From these evaluation results, we confirm that social network analysis is a useful means to analyze the knowledge activities conducted by virtual teams.
25

none

Liu, Hao-wei 23 June 2008 (has links)
Rapid growth of the internet and information technology help people communicate with others around the world through computers. The developing development of virtual communities¡]VCs¡^gather people with the same personalities in a VC website. VCs are not only a place of providing information and social contact for users, but also a precise market segment for marketers. The users of VCs are interested in the information provided within the VCs; therefore, marketers can reach potential customers in VCs more effectively. If the potential customers have high loyalty to a VC, they will consider the information provided by a VC as more important, their opinions on the product will be easily affected, and, ultimately, their purchasing decision will be influenced. Therefore, the purpose of this thesis is to analyze the loyalty of VC users to understand how VCs affect their purchasing decisions based on the EKB model by assuming VCs are external information sources, reference groups, and channels of post-purchase dissonance. Factors that affect VC users, including ¡uTechnology and Service¡v,¡uInformation Content¡v, and¡uEmotional Interact¡v, can be used to discover different types of loyalties of VC users and to understand if VC users are influenced by VCs when purchasing. A web survey was conducted on three VC websites discussing cosmetics¡]Fashion Guide, Urcosme and yam hercafe¡^,from January 18, 2008 to February 1, 2008 and received 416 valid samples. After analyzing the valid samples, the result suggested that¡G 1. ¡uInformation Content¡vis the most critical factor among the three factors of affecting loyalty of VC users. 2. VC users with a high level of loyalty who depend on the information provided by VC web sites consider VC websites as reference groups and are highly influenced by the site¡¦s recommendations 3. The users of high loyalty are affected by VC websites when purchasing. They search information in VCs before shopping, trust the information of VCs, are affected more easily by other VC users and recommend products to VC users or friends. Aside from this, they spend more time on the internet and VC websites than users of spurious loyalty. 4. The loyalty to and purchasing influence caused by a VC of female users are higher than male users as they consider the information provided by VCs more important. Users of low education levels have higher loyalties than those of higher education levels, however students are more easily influenced by VCs when purchasing.
26

Key Success Factors of Thematic Website - An Empirical Analysis of the Network Community

Hung, Yu-Chieh 07 January 2009 (has links)
With the rapid development of Internet technology, the higher demand for information and more convenient way to access information give the conduct of human life a dramatic impact. Most recent Internet users who would like to gather information will use the Search Engine first but lots of them will also focus in certain special Thematic Website to acquire more complete and in-depth information. Based on this demand, there are more and more such websites created and grown with high efficiency. This trend reveals that Thematic Website has equal scale of advertising business opportunity as Search Engine Website. However, there are numerous competitors providing the homogeneity website in this information-rich environment. Under this condition, how to grasp the unique value and correct operation of the direction for such websites is the focus of development strategy. Moreover, how to operate virtual community to create content (co-create) and gather the knowledge by network interaction is a main trend for Thematic Website to enhance competitiveness and cohesion of the user currently. Therefore, the research of this thesis was aimed to analyze the key success factors of Thematic Website by conducting the management and development of the virtual community within this kind of website, including their interaction behavior and the commercial activity. The main research way is to explore the relevant literatures that discussing the successful factor of information content website and management of virtual community, and then to compile a viable theme with these arguments about the successful factor related to the subject in this thesis. According to Analytic Hierarchy Process (AHP), we designed the questionnaire and invited the webmaster and senior users belonged to two successful Thematic Websites (BAHAMUT and Fashion Guide) to be the research objects. Through the calculating with the data weighting and further analysis, the conclusion is provided in this thesis to make recommendations for Thematic Website development and business strategy on the frame of reference.
27

Study on MOBILE01 Website 3C Products ¡§Open Box Experience¡¨ Sharing Phenomenon

Ko, Kuang-Lin 20 August 2009 (has links)
This study uses Business Next magazine 2008 number one rating 3C product discussion group website Mobile01¡¦s ¡§open box experience¡¨ professional writers as study objects. The purpose of this study is to explore ¡§open box experience¡¨ sharing phenomenon and to understand writers¡¦ motivation and feedback in order to analyze the website management implication on this phenomenon. This study is based on soial cognitive theory, explores each dimension based on social cognitive theory and related items. The structure of this study includes people (capacity, attainment, enjoyment, positive feedback outcome expectation), environment (source of the product, exchange, feedback), behavior (the process of open box experience publication, reactions to feedback). This study adapts case study method. Researcher explored related journals, observed study object website. Based on the basic question categorization structure to construct interview questions, invited ¡§open box experience¡¨ experts and conducted open-ended expert in-depth interview. After each interview, the interview contents were typed into transcription. The transcription and the website data were used to describe ¡§open box experience¡¨ sharing phenomenon. Then the theme words which are related to the study were extracted from the transcription and became this study¡¦s basic elements. There are 264 themes extracted, coded and categorized in order to focus on the question. Finally, there are 252 effective themes selected and analyzed. Based on the major study findings, there are two conclusions: 1. The motivation of ¡§open box experience¡¨ writing is based on people¡¦s capacity, attainment and enjoyment. It also resulted by positive feedback outcome expectation by ¡§self purchase¡¨ or product source provided by online environment as well as exchange and feedback. 2. Negative feedback can result in keeping ¡§open box experience¡¨ writers from sharing and cause the lost of information for websites. Based on the above conclusions, this study provides suggestions to website owners, administrators, product vendors, ¡§open box experience¡¨ writers and readers. The suggestions can be used as references for website owners, administrators, product vendors when they are forming management strategies.
28

An Exploration on the Satisfaction and Consumer Behaviors among Virtual Community Members by Social Cognitive Theory

Huang, Ling-Hui 27 August 2009 (has links)
Virtual community has long been a hot topic in e-commerce that some people even think only virtual community management is the feasible way to develop e-commerce. Therefore, almost all types of websites intend to step into the virtual community management and the websites that completely emphasize on the community has been springing up like mushrooms. The cost for the construction of a virtual community website is not so high like that for any other type of website and the website techniques and commercial model are easy to be imitated and duplicated. So running a virtual website is not difficult, however, how to operate an active and successful virtual community needs not only efforts but also skills. For a virtual community, the value of community is built on the rich knowledge about community and the accumulation of knowledge about community depends on the knowledge-sharing among community members. Therefore, the promotion of knowledge-sharing behaviors in a community has been an important topic for the community operators. With social cognitive theory as the core, this research tries to explore the effects of the aspects of environment and individual on the knowledge-sharing behaviors by community members and understand the relationship between the knowledge-sharing behaviors as well as knowledge quality and the satisfaction and consumer behavior in the community. The results of research can be inducted into following points: 1) the ¡§knowledge-sharing behaviors¡¨ by the virtual community is primarily and positively affected by the ¡§identification-based trust¡¨, the ¡§self-efficacy of members¡¨, the ¡§expectation of personal results¡¨ and the ¡§expectation of community related results¡¨; 2) the ¡§self-efficacy of knowledge-sharing¡¨ by community members is positively affected by the ¡§identification-based trust¡¨; 3) the ¡§satisfaction¡¨ of the community members is positively affected by the ¡§knowledge-sharing behaviors¡¨, the ¡§knowledge quality¡¨; 4) the ¡§consumer behavior¡¨ by the community members is positively affected by the ¡§satisfaction¡¨ of the community.
29

Musical Creation, Reception, and Consumption in a Virtual Place

Silvers, Michael Benjamin January 2007 (has links)
Technologically mediated listening has changed the way in which music is heard as well as the way in which musical communities are constructed. Communities are no longer necessarily tied to place, and in the case of virtual communities, musicians can create a sense of community and a sense of place through their interactions. Some virtual communities of musicians - specifically those that specialize in electronic music - are ideally situated in cyberspace; what a producer of electronic music hears in his or her headphones when composing music is exactly what the audience hears after downloading or streaming it. The music remains in a digital format from its conception to its reception.In a Brazilian virtual community of electronic musicians called EnergyBR.net, fans, DJs, and producers exchange ideas about music, creating a feedback loop. In EnergyBR.net, this cyber-feedback loop shapes musical creation as well as a sense of place and community.
30

Identities on the line : articulations of on and off-line communities amongst UK youth

Twist, Joanna Louise January 2001 (has links)
This research presents empirical work which grounds the discourses of socially inclusive 'communities' in a 'global information society'. The empirical work focuses on a specific group of young people aged 11 to 25 living in one of the most ethnically diverse and poorest boroughs of London, Newham. The thesis explores the ways in which the group construct their 'online' community (Newham Young People Online) and how their identities as young people are re-produced through the interplay between their everyday and their technocultural lifeworlds. Key to the work is how the group is using and shaping ICTs and cyberspace(s), which are central to a 'global information society', in different ways: to explore creativity, to find diverse ways of self-expression, to understand 'difference' and to discover other spaces of learning and education against a background of social exclusion.

Page generated in 0.0973 seconds