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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

Significance of decreasing response time for social questions by using WhichOne, a Web 2.0 application

Bednarczyk, Alexander Adam 09 December 2013 (has links)
Our busy lives confront us with multiple questions that need to be answered every day. We may come across questions in our lives that we can answer ourselves; while there are other questions we would like a second opinion. Then there are questions to which we simply do not know the answer. Proposed is WhichOne, a Web 2.0 application that allows users to obtain answers from other people. The proposed social networking tool named WhichOne, allows a user to quickly prepare a question and share it with others. Using social networking tools shortens the time delay of getting responses. It also allows for a quick computation of statistics associated with multiple answers, and for an access to a large number of potential individual or group responders. A user can create a poll and list possible responses to the poll. Polls have a close time where people can vote until they are closed for voting. WhichOne is a prototype and has been active for over half a year now and received a variety of polls and responses from several users. WhichOne obtains a faster response than email and phone calls because users using a desktop are able to share their polls using the AddThis service, which provides 300 different options for sharing their poll. When using WhichOne's mobile application available on Android, users are able to share their poll using the sharing options available on their phone, this includes but is not limited to Twitter, Facebook, texting, and Google hangout. Email is slower than WhichOne because emails have a tendency to not receive a response for several days, maybe weeks. Calling on the other hand is an intrusive and slow option especially with a muti respondent poll. / text
2

none

Hsia, Hsi-Ying 25 June 2007 (has links)
Since the dot-com bubble, the concept of Web2.0 infuses new strength and ideas to the industry of internet service. Many successful business models with the qualities of Web2.0 arises the attention all over the world. Web2.0 also announces the traditional internet business model will change dramatically. In addition to that, many Web2.0 acquisitions, such as Google-Youtube or Yahoo-Wretch, enhanced the E-business industry and focused by the world-wild investors. This research, A Project of applying the concepts of Web2.0 to Innovate Business Models, is based on an affiliated project (called I-Design.) sponsored by Triple-I. The research will establish financial evaluations to analysis the possibility of profitability of the project. After that, treating those individual factors with the sensitive analysis. According to the assessment of business modeling when the discount rate is 12%, the result reveals, the project NPV equals to 7,625,979NTD, and IRR is 19%, higher than the general required return 18%.Besides, PI is 2.24 and DPB is 4.01 years, tells that the project is highly profitable. Moreover, with sensitive analysis it concludes that the revenue inflows and the capital outflows are the two factors to the evaluation to the project. However, the revenue inflows is the main significant factor. Hence, the company should, before the price in the market fluctuate, actively develop nich services to increase the sales revenue, in support of the financial feasibility of the entire operation.
3

Mobiliųjų telefonų vartotojų bendruomenės internete modelis / Mobile phone users community model in the internet

Snarskis, Arminas 12 June 2008 (has links)
Darydamas šį Magistro baigiamąjį darbą siekiau išanalizuoti kaip ir kokius Web 2.0 technologijos sprendimus panaudojant yra kuriamos bendruomenės internete, pritaikytos mobiliųjų telefonų vartotojams. Tuo pačiu palyginti analogiškos paskirties, bet skirtingų kompanijų realizuotas internete vartotojų asmenines aplinkas. Išnagrinėti mobilaus ryšio vartotojų bendruomenės internete informacinės bazės kaupimo galimybes. Palyginti jau esamas, internete realizuotas mobilių telefonų vartotojams skirtas aplinkas, bei realizuoti universalių, mobiliųjų telefonų vartotojams skirtą, bendruomenės modelį. Kadangi Web 2.0 technologija yra palyginti naujas reiškinys, buvo naudinga bei įdomu ištirti jos įrankių bei technologijų panaudojimo galimybes bei naudą realizuojant bendruomenės modelį, siejant visus principus su paslaugomis, skirtomis mobiliųjų telefonų vartotojams. / When I was doing this final Master thesis I had a purpose to investigate how and which Web 2.0 technology solutions can be used to create communities in the internet, which are designed for mobile phones users. Herewith, to compare personal environments for users with analogical purpose which are performed in different realization methods. Also, to investigate the information content storage facilities. To compare already realized environments of mobile phone users in the internet, and to implement the universal community model for these users in the internet. Web 2.0 is quite new technology, so it was useful and interesting to investigate the usage possibilities and benefit for implementing the community model, with associations to users of mobile devices.
4

A Study of Web2.0 New Venture Incubator

Hsien, Tsung-Hsieh 01 July 2007 (has links)
This study via the literatures and expert¡¦s interviews to explore the currently problems of new venture incubator to domestic Web2.0 industry, then try to offer the helpful suggestion. First, the way of analyzing literatures and correlating dates, can get the general problems during enterprise. This study focus on the pre start up stage and start up stage then choose the controllable factors and made the chosen factor as the content of expert¡¦s interview. This study chosen four factors ¡§the path of enterprise¡¨,¡¨ the recourses of enterprise¡¨, ¡§specific assistance of enterprise¡¨, ¡§the enterprise team¡¨ as the basic analyzing frame, , and get the results through expert¡¦s interview. By this study find out enterprise behavior can receive a appreciable profit. Recently, the industry orientations have gradually changed from labor-intensive industry to knowledge-intensive industry, and the information technology and infrastructure are nearly complete. Therefore this study chooses Web2.0 industry as research target. To observe the current circumstance of domestic enterprise assistance system can acquire preliminary phenomenon that current assistance system is lack of resource of pre start up stage and start up stage. It always makes enterprise behavior vanish even if the enterprisers have a fantasy idea. Comparatively a foreign country as U.S.A has lots of assistance institutions in connection with Web2.0 enterprise and has assisted the enterpriser establishes the company. Therefore, this study hopes to design an ideal model for domestic Web2.0 industry.
5

Design and implemention of an ePortfolio management system using Web2.0 services

Liang, Cheng-Liang 21 July 2008 (has links)
With the increasing popularity of the Internet and the broadband network, many users are using the Web 2.0 services such as blogs, Wiki and the applications called social software. Many teachers have also tried to apply social software for teaching and learning and thought Web 2.0 services could be used for documenting students¡¦learning portfolios. On the other hand, many organizations have been conducting e-learning for years and accumulated a huge amount of historical data. One of the new trends in lifelong learning is to provide learners to be able to review all their pass learning portfolios such that they can share and reflect on what they have learned and even better advertising themselves using e-portfolios. The ePortfolio management system (EPMS) is arising for the reasons stated above. However, there are three problems with the existing e-portfolio systems. Firstly, functions provided for supporting e-portfolio are bounded into the conventional learning management system (LMS) which are not flexible and difficult to access for outside users without LMS accounts. Secondly, if using open source software to create e-portfolio systems, the integration with existing LMS is not seamless integrated. Thirdly, there are lacking standards to support data exchanges among different e-portfolio systems. This research aims to develop an integrated e-portfolio system by observing the existing obstacles, surveying related literature and interviewing several domain experts to acquire the requirements for building the e-portfolio system using Web2.0 services. After the system developed, an experiment for trial use was conducted to get feedbacks from users and an interview with three domain experts was also carried out for evaluating the system. The results show that the developed e-portfolio system can meet with many e-portfolio applications. Some future research issues have also been proposed to conclude this study.
6

The users' motivation, behavior and satisfication on Web2.0 interface websites

Chen, Chien-Chih 20 January 2010 (has links)
In 2004, Tim O¡¦Reilly brought up the ideas ofWEB 2.0 to describe the internet phenomenon for the incoming future.Tim noticed the WEB 2.0 concept that focused on the internet characteristics such as user-generation involvement ,openness API structure, and the group sharing and interactions. He predicted the websites owners will create internet surroundings which will be controlled by user themselves.Also, the owners will return the authorities such as publishing contents and feedback of the articles on websites to the users. According to that, this study through the ¡uUse and Gratification¡vtheory to focus on evolving the individual difference between users motivations, behaviors and satisfications when they having the more and greater freedoms on internet. This study found that the users between 20 to 40 years old are the majority who lives the WEB 2.0 internet surroundings. For these researches, female users are more than males, and approximately 41.9% users log on the WEB2.0 websites six times a week, 46.6% of overall users surf on these websites for one to two hours. The most common activities the users do is ¡uinformation collection and sharing¡v, between 21:00 to 00:00. Furthermore, this study through the personnal characteristics found that the ages, professions, sex, and educations have siginificant differences on the motivation of using internet. Also, the convience of download and upload information has the highest scale on user¡¦s satisfication. This research indicates that users are more satisfied on information convience than other functions when staying in the WEB2.0 interface platforms. Besides, this study also found on the ¡usatisfication of achievements¡vaspect of motivations, not only the anticipated¡usatisfication of achievement¡vaspect, but also ¡uconvenience of information collection and delievery¡v¡B¡usatisfication of entertainment and interaction¡vand¡usatisfication of psychological performance¡v aspects have siginificant positive influence on the user¡¦s behaviors and overall satisfications. This study also proved the ideas Tim O¡¦Reilly mentioned before, which is about increasing individual values under the user-generation-content interface.
7

Process for creation of sustainable web 2.0 based interactive demonstration and content for control education

Updyke, Joshua C. January 1900 (has links)
Master of Science / Department of Mechanical and Nuclear Engineering / Warren N. White / The objective of this research was to show that controls demonstrations and education can be greatly improved with the use of Web 2.0 tools. First, a user-centered and collaborative website was developed using the freely available Web 2.0 tools. Then procedures for creating animations using control system simulations were developed. Using the Java programming language, interactive graphs were constructed for display to allow the viewer to change the initial conditions of the controls system and plot the results of the simulation as calculated. These animations and interactive graphs used already developed MatLab resources. Using Web 2.0 tools, the collaborative web site can be easily updated by several people simultaneously, only requiring access to the internet. Because of these advantages, collaboration between multiple universities and controls researchers in distant locations is possible, and the new website has the potential of becoming the center of controls research around the world. More importantly, the procedure allows future systems to be demonstrated while requiring minimal additional work, thereby increasing the universities' ability to educate their students, as well as the general public, about controls system research.
8

A Study of Business Model of Web2.0 Innovative Application

Lin, Po-Feng 05 September 2007 (has links)
With the cyber environment getting more mature gradually, the advancement of technologies and techniques, the net users increasing, and the rapid development of the peripheral digital products, the net has evolved into a new generation that emphasizes on users co-constructing the cyber contents¡XWeb2.0. Up to now, quite few research essays talk about this field in Taiwan, so it lacks an applicable analytical structure to help the related industries develop the business. In view of this, this research will focus on constructing an analytical model for Web2.0 cyber sites through making a systematic analysis on references, to talk about the business models of Web2.0 cyber sites in Taiwan. Further, we can learn the way how these cyber sites run their businesses and also realize the identity and difference. This research essay will take the method of case study. Through the comparison among diverse cases, this study may find the identity and difference among these varied business models, even to enhance the effectiveness and efficiency of this analytical structure, which both might be beneficial to the industry development and also help the analytical structure set up. According to Web2.0¡¦s three main characteristics¡Xuser involvement, openness, network effect, also accompanied with segmentation strategy, product strategy, service strategy, technique strategy, profit model, this study builds ¡§UCCT Model¡¨ which comprises four key factors to run business of Web2.0 cyber sites¡Xuser, content, community, and tool. This study further indicates that we could analyze the business model of Web2.0 cyber sites through UCCT Model; even, we could try to figure out what different Web2.0 cyber sites look upon greatly. This study found that UCCT Model could effectively narrate the business model of Web2.0 cyber sites. Through the comparison among cases by case studying with UCCT Model, this study found the business model of Web2.0 cyber sites have the following attribute. First, users play the role of the producer and also the consumer. Second, sharing fails to be the main purpose for users. Third, abundant and various contents could make websites be main databases. Fourth, websites could enrich users¡¦ experiences to enhance their involvement. Fifth, websites could fortify the stickiness with community relationship. Finally, the profit model would be divided into three categories¡Xthe content one, the community one, and the tool one.
9

Mapping mashups : participation, collaboration and critique on the world wide web

McConchie, Alan Lowe 11 1900 (has links)
“Mashups” are web-based maps that intermix user-created data with information gathered from multiple online sources. As part of the wave of “Web 2.0” technologies, mashups represent a shift toward distributed authoring and sharing of Internet content, complicating traditional modes of knowledge production. Mashups originated in the open source “hacker” movement and are now associated with the term “neogeography,” used to describe the practice of amateur mapmaking online. In this thesis I ask whether mashups facilitate a cartography that is more accessible and democratic, studying the ways in which mashup authors create alternative community or personal cartographies while remaining dependent on existing power structures for data and resources. I illuminate these issues through a series of examples, such as: mashups that render personal memories about places, maps created by activist groups to counter dominant representations of geography by governments or corporations, and websites that facilitate the collaborative creation and sharing of spatial knowledge within community groups. Contrasting these case studies with traditional paper cartography and GIS, as well as the professional online mapping technologies of the Geospatial Web (or GeoWeb), I explore how mashups attempt to represent personal, subjective, overlapping and contradictory perceptions of space and place. While enthusiastic claims about the ability of mashups to wrest mapmaking from state and corporate hands are currently overstated, I conclude that mashups do in fact provide new ways of collaboratively representing space whose implications are still to be determined.
10

Mapping mashups : participation, collaboration and critique on the world wide web

McConchie, Alan Lowe 11 1900 (has links)
“Mashups” are web-based maps that intermix user-created data with information gathered from multiple online sources. As part of the wave of “Web 2.0” technologies, mashups represent a shift toward distributed authoring and sharing of Internet content, complicating traditional modes of knowledge production. Mashups originated in the open source “hacker” movement and are now associated with the term “neogeography,” used to describe the practice of amateur mapmaking online. In this thesis I ask whether mashups facilitate a cartography that is more accessible and democratic, studying the ways in which mashup authors create alternative community or personal cartographies while remaining dependent on existing power structures for data and resources. I illuminate these issues through a series of examples, such as: mashups that render personal memories about places, maps created by activist groups to counter dominant representations of geography by governments or corporations, and websites that facilitate the collaborative creation and sharing of spatial knowledge within community groups. Contrasting these case studies with traditional paper cartography and GIS, as well as the professional online mapping technologies of the Geospatial Web (or GeoWeb), I explore how mashups attempt to represent personal, subjective, overlapping and contradictory perceptions of space and place. While enthusiastic claims about the ability of mashups to wrest mapmaking from state and corporate hands are currently overstated, I conclude that mashups do in fact provide new ways of collaboratively representing space whose implications are still to be determined.

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