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Adeel, Muhammad. "Adaptive mobile P2P malware detection using social interactions based digital footprints." Thesis, Queen Mary, University of London, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.612575.

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Cross, Ellen. "Det dolda sociala spelet : En kvalitativ studie om digitala handlingar på Instagram." Thesis, Uppsala universitet, Medier och kommunikation, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-409774.

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The aim of the study is to analyze how 18 year old Instagram users experience the strategic social interaction, which can be seen as a digital interaction online while using Instagram application. The main focus was to se how it affects and influences social life outside the digital sphere.    The study consists of two focus groups with a total of eight young secondary upper school students. This method worked out with reality-based scenarios based on Instagram, which we in our study refer to as “cases”. With the case the young students discussed their thoughts, opinions and ideas. In addition
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Rosquist, Oscar. "Adapting to the new remote work era : Improving social well-being among IT remote workers through scheduled digital social interactions." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298027.

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In 2020, the world was struck by the Covid-19 pandemic. Recommendations to limit physically meeting with others caused somewhat of a paradigm shift in how office workers perform their work. A massive shift to remote work occurred and exposed the workforce to the remote work’s shortcomings and problems. Based on a literature study, remote workers were found to lack social interactions that happen automatically in an office. Therefore, a proposed solution of scheduling regular, social, and informal interaction sessions was tested in an experiment using Microsoft Teams with full-time, remote IT w
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Ziv, Ary. "Dynamics in interactions with digital technology| A depth psychological/theoretical exploration of the evolutionary-biological, symbolic, and emotional psyche in the digital age." Thesis, Pacifica Graduate Institute, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3633365.

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<p> The intention of this exploratory research is to shed light on the psychological impact of interactions with digital technology, which is increasingly pervasive in our culture. This dissertation asks what psychological phenomena are generated by human interactions with digital technology, in general, and with complex recommendation systems, in particular. Nondigital technology is contrasted with digital technology, which achieves new levels of interactivity through its artificial and virtual capabilities. It is proposed that the degree of increased interactivity made possible by digital
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Mechelfekh, Messaouda. "L'Islam spirituel contemporain au travers d'Internet : interactions, modélisation et prospective." Thesis, Strasbourg, 2014. http://www.theses.fr/2014STRAC020.

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À l’ère numérique, la société vit des mutations radicales. Internet et les autres technologies de l’information ont un retentissement majeur et croissant sur la plupart des composantes sociétales, dont le religieux. La spiritualité musulmane, composante du patrimoine culturel mondial, est elle aussi impliquée dans cette digitalisation effrénée. Ainsi, les réseaux sociaux, les forums de discussion et l’accès à Internet en mobilité influencent la trajectoire du soufisme. Les défis qui lui sont posés sont multiples. Leur analyse et la mise en perspective de l’islam spirituel contemporain au trave
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Houghton, Kirralie Rochelle. "Understanding the implications of digital interactions on the design of public urban spaces." Thesis, Queensland University of Technology, 2014. https://eprints.qut.edu.au/67929/2/Kirralie_Houghton_Thesis.pdf.

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This study investigated the impact of digital networked social interactions on the design of public urban spaces. Urban informatics, social media, ubiquitous computing, and mobile technology offer great potential to urban planning, as tools of communication, community engagement, and placemaking. The study considers the function of public spaces as 'third places,' that is, social places that are familiar, comfortable, social and meaningful for everyday life outside the home and work. Libraries were chosen as the study's focus. The study produced findings and insights at the intersection
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Joksimovic, Srecko. "An analytics-based approach to the study of learning networks in digital education settings." Thesis, University of Edinburgh, 2017. http://hdl.handle.net/1842/25819.

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Investigating howgroups communicate, build knowledge and expertise, reach consensus or collaboratively solve complex problems, became one of the main foci of contemporary research in learning and social sciences. Emerging models of communication and empowerment of networks as a form of social organization further reshaped practice and pedagogy of online education, bringing research on learning networks into the mainstream of educational and social science research. In such conditions, massive open online courses (MOOCs) emerged as one of the promising approaches to facilitating learning in net
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Kaplo, Maria, and Adam Lundkvist. "How to stay relevant in a time of digital marketing : Investigating the perspectives of marketing agencies and business firms." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-28756.

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Background: We certainly live in a digitalized world, most of the European countries will have at least half of their population being smartphone users. Marketers wants to use social media marketing as a way to both reach and interact with their consumers, in a fashion that has not been available before. Problem:        Consumers today are exposed to more marketing messages than ever, partly because that the consumers now are carrying around technology everywhere they go, but also because of the increase of popularity regarding the different social media platforms. Since the consumers’ presenc
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Budiman, Adrian M. "Virtual Online Communities: A Study of Internet Based Community Interactions." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1215559506.

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Berntsson, Lisa. "Hur kan digitala resurser stärka undervisningen vid distansutbildning i biologi?" Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-32656.

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Today more and more courses at both universities and at the municipal adult educations (Komvux) are given as distance courses. Therefore, the need for good digital resources is ever growing, to provide the same standard of education at the distance courses as it is on the regular courses. The following study is an investigation of some of the digital resources available for both aid in information intake and subject understanding, and also on the resources available for social interactions with other students as well as teachers during the courses. The study is conducted as a systematic litera
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Castello, Edna. "Le Net participatif, levier d’acquisition des littératies traditionnelle et numérique : étude sur deux terrains, en FLE et auprès d'un public migrant faiblement scolarisé." Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAL007/document.

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Cette recherche vise à comprendre de quelle manière l’exploitation des sites du Net participatif et de leur dimension sociale peut favoriser les apprentissages en classe de langue. Notre recherche s’appuie sur deux expériences de terrain réalisées auprès de deux publics différents, un public en FLE en 2012 et en 2013, à l’Alliance française Paris Île-de-France, et un public faiblement ou non scolarisé, en 2014, aux Cours Municipaux pour Adultes de la Ville de Paris, en post-alphabétisation. Dans une approche sociocritique, nous avons analysé des dispositifs pédagogiques dans lesquels les appre
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Percastre, Mendizabal Salvador José. "Comunicación política electoral digital. Twitter y redes sociales digitales en campaña: el caso de las elecciones intermedias en México en el año 2015." Doctoral thesis, Universitat Pompeu Fabra, 2018. http://hdl.handle.net/10803/665046.

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Esta investigación versa sobre el estudio de los complejos procesos e interacciones que ocurren en fenómenos de comunicación política electoral digital en un sistema político democrático. Específicamente en campañas electorales en México a través de redes sociales digitales (social media) y particularmente en la red de microblogging Twitter. Parte de la hipótesis de que el estudio de la comunicación política en ecosistemas digitales (online) permite conocer si realmente existen nuevas formas de participación política en plataformas digitales de comunicación o si bien, se repiten antiguas lógic
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Nyberg, Robert. "Social interaction with digital artefacts." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21812.

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Solari, Landa Melina Marianella. "Impact de la disponibilité permanente des équipements numériques personnels sur la représentation que les élèves se construisent de la forme scolaire. Deux cas d’étude en collège et en lycée." Thesis, Poitiers, 2017. http://www.theses.fr/2017POIT5003/document.

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Dans le contexte d'intégration du numérique à l'École au moyen de l'équipement personnel des élèves, la présente recherche vise à savoir de quelle manière la disponibilité permanente des équipements numériques personnels (tablette, ordinateur portable, téléphone portable ou mobile) modifie la représentation que les élèves se construisent de la forme scolaire. Deux cas sont étudiés par le biais d'une démarche empirique : les collégiens participant au projet TED dans le département de Saône-et-Loire et les lycéens participant au projet Living Cloud au Lycée pilote innovant international (LPII) d
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Kellam, Lydia. "WEBBENS VINNARE : - en studie om kommunikation och konsumtion på Internet." Thesis, Uppsala University, Media and Communication, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-7798.

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<p>- ABSTRACT –</p><p>Title: Winners of the Web ( Webbens vinnare)</p><p>Number of pages: 35 (including enclosures)</p><p>Author: Lydia Kellam</p><p>Tutor: Else Nygren</p><p>Course: Media and Communication Studies C</p><p>Period: Fall Semester 2006</p><p>University: Division of Media and Communication, Department of Information Science</p><p>Purpose: The aim of the research paper was to see Internet and the digital techniques impact on marketing communication and consuming behavior on the Web. By understanding the relationship between marketing communication and consumer behavior my intentions
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METS, ÕNNE. "Social Interaction and Discoverability of Digital Collections." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2018. http://hdl.handle.net/10281/199181.

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La ricerca “Users' Participation and Discoverability of Digital Collections” vuole indagare e chiarire le relazioni tra l’interazione sociale e la reperibilità delle raccolte digitali nel contesto di una biblioteca e di un archivio. Il progetto adotta l’approccio teorico della activity theory, assumendo la tecnologia come mediatore nel contesto dell’interazione sociale. Lo studio si pone l’obiettivo di colmare le lacune conoscitive della ricerca sociale sulle biblioteche digitali. Le domande di ricerca esplorano il quadro in cui si svolgono le interazioni degli utenti e come queste vengano sia
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Ibnelkaïd, Samira. "Identité et altérité par écran : modalités de l’intersubjectivité en interaction numérique." Thesis, Lyon, 2016. http://www.theses.fr/2016LYSE2069.

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Notre recherche, bien qu’ancrée dans les Sciences du Langage s’inscrit dans une démarche interdisciplinaire entre Linguistique et Philosophie articulant Analyse des Interactions et Phénoménologie. Il s’agit d’étudier l’identité en interaction en tant que phénomène intersubjectif, langagier et technique. L’existence corporelle, sensorielle, relationnelle, et sociale des humains se trouvant désormais engagée dans des dispositifs d’interactions numériques, des modalités inédites d’intersubjectivité se déploient notamment par écran. C’est pourquoi nous nous proposons d’analyser les nouvelles dimen
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Norring, Linnéa, and Carolina Lönnberg. "Social samvaro i sociala medier : En studie om digitalt utanförskap hos äldre." Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-101850.

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This study focuses on trying to understand the attitudes of people born in the 1940’s concerning their view on social media. This 1940’s group has been growing on the social networks such as Facebook, but their usage is not active. Therefore, the purpose of this report is to understand in what way they are affected by the using of these platforms. The theories that have been applied to this report is Habermas theory of the Public sphere and democracy, McLuhan's theory of Medium is the message and the theory of the Digital divide. These theories have been used to create an understanding of the
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Schützler, Felicia, and Oscar Reis. "Are you in the mood for a virtual fika? : A single-case study on Jönköping International Business School." Thesis, Jönköping University, IHH, Organisation, Ledarskap, Strategi och Entreprenörskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-52609.

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Background – Digitalization has enabled multiple opportunities, where one opportunity is working remotely. Remote work is a concept used to describe working conditions performed outside of the traditional office walls. It has been used for many years to enable flexibility in terms of work, and thus allow workers to do their job while, for example, traveling or caring for their sick child. COVID-19 virus impacted the world in many different ways. Organizations faced forced lockdown as a recommendation, and the employees had to shift their daily routine to working primarily from home. The shift
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Zhang, Liping. "Utilisation des réseaux sociaux numériques par des étudiants chinois nouvellement arrivés en France : une étude comparative entre Facebook et Renren." Thesis, Lyon, 2016. http://www.theses.fr/2016LYSE2082.

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Cette recherche a pour objet de comparer l’identité numérique et les particularités du langage écrit interactif dans des contextes numériques différents. Quelle est la différence entre l’identité numérique de ces deux réseaux sociaux numériques dont l’un est tellement utilisé dans le monde entier (à part quelques pays comme la Chine) et l’autre principalement par les Chinois? Et est-ce que l’identité numérique de la même personne s’exprime pareillement sur ces deux réseaux sociaux numériques ? Comment les utilisateurs s’expriment et interagissent-ils avec différents amis sur les réseaux sociau
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Vasquez, Enciso Maricielo. "El Social Commerce como factor subyacente en la Intención de Compra de smartphones en Millennials pertenecientes al nivel socioeconómico B de Lima Metropolitana." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/652681.

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La finalidad de este trabajo de investigación es descubrir la relación del Social Commerce con la Intención de Compra de smartphones, tanto de gama media alta y alta, aplicado en jóvenes Millennials. Esta investigación brindará una visión detallada de los componentes o constructos del Social Commerce en el ámbito de la categoría de smartphones y así descubrir el impacto que realmente poseen las redes sociales entre los usuarios consumidores. A su vez, esta investigación ofrece la contextualización de la dinámica digital en redes sociales durante las etapas de Intención de Compra, lo cual e
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Valle, Taisa de Oliveira Ferro Dalla. "COCRIAÇÃO DE VALOR COMO ESTRATÉGIA DE COMUNICAÇÃO NA SOCIEDADE EM REDE: ESTUDO DO PROGRAMA COCRIANDO NATURA." Universidade Federal de Santa Maria, 2016. http://repositorio.ufsm.br/handle/1/6373.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>This dissertation investigates an online co-creation network as a communication strategy and it is delimited to analyze the co-creation of value between organizations and their public as a communication strategy in the network society. The problem that leads the study focuses on the assumption that co-creation in online network enables new forms of interactions and relationships between organizations and their public and it is structured as follows: "How does Natura use an online co-creation network as a communication strategy in t
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Bilandzic, Mark. "Designing mobile systems for social navigation in urban public places." Thesis, Ludwig-Maximilians-Universitat Munchen, 2007. https://eprints.qut.edu.au/66729/1/Diplomarbeit.pdf.

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This thesis presents social requirements and design considerations from a study evaluating interactive approaches to social navigation and user-generated information sharing in urban environments using mobile devices. It investigates innovative ways to leverage mobile information and communication technology in order to provide a social navigation platform for residents and visitors in and for public urban places. Through a design case study this work presents CityFlocks, a mobile information system that offers an easy way for information-seeking new residents or visitors to access tacit kn
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Wilson, Ruth. "Rural sociability in the digital world." Thesis, University of Aberdeen, 2015. http://digitool.abdn.ac.uk:80/webclient/DeliveryManager?pid=225692.

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The nature of sociability in the digital world has attracted much attention, with theories of the network society describing the formation of networked connections across distant geographies. Policymakers are optimistic about the potential for these new forms of connectivity to overcome some of the longstanding disadvantages of rural life. However, a prerequisite for full and meaningful participation in the network society is equal access to digital infrastructure, and a persistent urban–rural divide in this regard has been documented across Britain. The thesis argues that the meaning of the d
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Dahlskog, Steve. "Digital Game Competence : Literacy or Repertoire?" Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5756.

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Context. Digital games are an important application of software due to its growing popularity in society. As digital games are introduced in a growing number of homes we see a rapidly extending user base ranging from young to elderly. Since digital games now have reached beyond the early adopters and now engage a range of users that are more unfamiliar with the context of digital games and thus less trained and schooled in the clichés of digital games, the importance of previous knowledge in the digital games area are entering a sort of common knowledge to interpret and make meaning of society
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Madya, Sidiq Hari. "Mobile sociality : backpacker interaction in a digital world." Thesis, Stockholms universitet, Sociologiska institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-144888.

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The rise of the internet, social networking sites, and mobile devices have transformed the way backpackers experience travel. Social sphere of traveling is not merely a physical space but is now extended through digital social media in which backpackers can interact, post, share, and present their corporeal travel activities online. This study aims to explore social affordances of digital technologies including mobile devices, social networking sites, and the internet as means of extended social interaction, and how it affects the way backpackers experience travel. The affordances perspective
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Kjällander, Susanne. "Designs for Learning in an Extended Digital Environment : Case Studies of Social Interaction in the Social Science Classroom." Doctoral thesis, Stockholms universitet, Institutionen för pedagogik och didaktik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-55309.

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This thesis studies designs for learning in the extended digital interface in the Social Science classroom. The aim is to describe and analyse how pupils interact, make meaning and learn while deploying digital learning resources. Together with the thesis a multimodal design theoretical perspective on learning has developed: Designs for Learning. Here learning is understood as multimodal transformative processes of sign-making activities where teachers and pupils are viewed as didactic designers. A model called Learning Design Sequence has been developed and serves as a tool for data collectio
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Dahlström, Anton, and Victor Sandino. "Battling misinformation with a graphic interface : exploring navigation through video to support digital vigilantists." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22103.

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Digital vigilantism är ett fenomen som växer och blir mer och mer populärt (Chia, 2018; Yardley, Lynes, Wilson, &amp; Kelly, 2016). Digitala vigilantister har under ett flertal tillfällen misslyckats i att korrekt identifiera både förövare och offer i händelser som omger socialt oönskade handlingar (Trottier, 2016; Yardley et al., 2016). Denna studie avser att använda konceptdriven designforskning (Stolterman &amp; Wiberg, 2010) för att utveckla ett koncept som ska förbättra precisionen av utredningar genomförda av digitala vigilantister. Konceptet som presenteras i denna studie är en interakt
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Morin, Olivier. "Éducation à la citoyenneté et construction collaborative de raisonnements socioscientifiques dans la perspective de la durabilité : pédagogie numérique pour une approche interculturelle de QSV environnementales." Phd thesis, Université Toulouse le Mirail - Toulouse II, 2013. http://tel.archives-ouvertes.fr/tel-00962300.

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Dans une époque marquée par les inquiétudes publiques sur les implications sociétales et environnementales des innovations technoscientifiques, l'enjeu de l'éducation scientifique est de préparer les citoyens à prendre une part active aux choix de société. Tandis que les Inquiry Based Science Education pénètrent les programmes d'enseignements de tous les pays, la généralisation de l'Education au Développement Durable signe l'intégration des enjeux du monde contemporain dans des enseignements problématisés. Dans ce contexte, la scolarisation des Questions Socialement Vives (QSV) place l'incerti
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Oyegun, Caleb. "Supporting social workers transition to remote work : A design concept for tackling communication challanges on social workers digital practices." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44965.

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The main theme of this thesis is the impact of the sudden transition on service delivery caused by the COVID 19 pandemic on social workers and career practitioners in related fields. Like most professional careers that the sudden takeover of the virus has obstructed, the field of social work has been one ofthe professions that the global pandemic has negatively impacted because of its heavy reliance on face-to-face interactions. By employing research methods, challenges faced while working remotely by the social workers were identified, and a main design concepts was proposed in supporting the
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Eliasson, Simon, and Hanna Schedin. "Digital sexuell kommunikation: om den hyperpersonella interaktionen i heterosexuella relationer." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23390.

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Att “sexta” innebär att med textbaserade digitala medier kommunicera med sexuella partners, vilket är en praktik som kan upplevas väldigt intim trots mediets begränsningar av de karaktäristiska dragen av en fysisk interaktion. Denna studie har som syfte att ge en övergripande bild över hur denna typ av interaktion konstrueras och tar sig uttryck, vilket görs i en tredelad undersökning som fokuserar på kommunikationsmönsterna och hur dessa reflekteras över. Det empiriska materialet utgörs av 18 bidrag insamlade via en nätbaserad deltagande observation, 2 kvalitativa intervjuer och 56 svara
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Edge, D. K. "Tangible user interfaces for peripheral interaction : episodic engagement with objects of physical, digital & social significance." Thesis, University of Cambridge, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.598755.

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This dissertation describes how TUIs (Tangible User Interfaces) can support a “peripheral” style of interaction, in which users engage in short, dispersed episodes of low-attention interaction with digitally-augmented physical tokens. The application domain in which I develop this concept is the office context, where physical tokens can represent items of common interest to members of a team whose work is mutually interrelated, but predominantly performed independently by individuals at their desks. An “analytic design process” is introduced as a way of developing TUI designs appropriate for t
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Ferreira, Ana Gláucia Claudino. "Jogos educativos e o lúdico em rede de inclusão social e digital." Universidade Federal do Amazonas, 2008. http://tede.ufam.edu.br/handle/tede/3205.

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Made available in DSpace on 2015-04-22T21:55:54Z (GMT). No. of bitstreams: 1 DISSERTACAO-ANA GLAUCIA.pdf: 524927 bytes, checksum: 4e007ebaf53c6ad541e036d93fec7789 (MD5) Previous issue date: 2008-12-29<br>Fundação de Amparo à Pesquisa do Estado do Amazonas<br>This study is the result of an investigation of educational possibilities of the use of fun games and educational implications in the construction of cognitive schemas as prerequisite for social and digital inclusion in virtual environment. The focus of this work is centered evaluation of teaching schemes for teachers to explore the i
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Leite, Melina da Silveira. "Jornalismo de proximidade configurado pelos sentidos das interações no facebook: um estudo dos processos no diário popular." Universidade do Vale do Rio dos Sinos, 2018. http://www.repositorio.jesuita.org.br/handle/UNISINOS/7047.

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Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2018-05-10T13:01:44Z No. of bitstreams: 1 Melina da Silveira Leite_.pdf: 2155817 bytes, checksum: 2306c73633e1be53a5bf3e035165612a (MD5)<br>Made available in DSpace on 2018-05-10T13:01:44Z (GMT). No. of bitstreams: 1 Melina da Silveira Leite_.pdf: 2155817 bytes, checksum: 2306c73633e1be53a5bf3e035165612a (MD5) Previous issue date: 2018-04-02<br>Nenhuma<br>O presente trabalho tem como proposta estudar como ocorrem os vínculos entre leitores e um jornal, o Diário Popular, localizado no interior do Rio Grande do Sul, na cidade de Pelota
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Bergqvist, Elin. "Samtalsledares erfarenheter av digitala nätverksträffar : med fokus på kommunikation, ur ett delaktighetsperspektiv." Thesis, Jönköping University, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53213.

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Under våren 2021 har det organiserade lärande nätverket för chefer, Nätverk för engagerat ledarskap i Region Jönköpings län, haft digitala träffar genom mötesplattformen Cisco eller Skype i stället för fysiska träffar p.g.a. de rådande samhällsrestriktionerna. Rapporten belyser samtalsledares och nätverks-deltagares mellanmänskliga interaktion och deras anpassningar till digitala arbetssätt, under en tidsperiod där digitaliseringen inom hälso- och sjukvården påskyndats av covid-19-pandemin. Undersökningens syfte är att beskriva samtalsledares erfarenheter av digitala nätverksträffar (vid Nätve
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Farroñay, Ccasani Marylin Margarita. "Análisis del discurso de historias fan-fiction: una construcción de la identidad en la plataforma Wattpad." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/635430.

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El presente trabajo de investigación consta de un análisis del discurso de las historias fan-fiction y cómo éstas construyen la identidad de los jóvenes en comunidades virtuales de fan-fiction, también llamados fandoms. El análisis se realizará en base a dos fanfics que se realizaron en la plataforma virtual de Wattpad. En relación al discurso de las historias de fan-fiction, se analizará la temática, la narrativa, y los personajes dentro de cada historia; así como el papel de cada uno de los actores que participan de la comunidad, ya sea el escritor de la historia o el lector. En es
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Chan, Kin Yi Jenny. "A Study and Design Proposal for Social News Reading Experience." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1428047960.

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Zhao, Sumin. "Learning Through Multimedia Interaction: The Construal of Primary Social Science Knowledge in Web-based Digital Learning Materials." Thesis, The University of Sydney, 2011. http://hdl.handle.net/2123/8376.

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This thesis is concerned with the construal and the recontextualisation of primary social science knowledge in hypermedia texts. More specifically, it provides an account for the relations between verbiage and image in web-based multimodal interactive leaning materials, known as Multimodal Interactives (MIs). Based on the linguistic description, the thesis offers insights into the ways in which knowledge is construed and recontextaulised in the emerging electronic multimodal discourses. The general theoretical orientation of this thesis is that of systemic functional multimodal discourse ana
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Thiel, Sarah-Kristin. "Serendipitous road trips: Enhancing tourists’ experiences through social interaction." Thesis, Ludwig-Maximilians-Universitat Munchen, 2014. https://eprints.qut.edu.au/90806/1/Serendipitous%20road%20trips_SKT_Final.pdf.

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Driving can be a lonely activity. While there has been a lot of research and technical inventions concerning car-to-car communication and passenger entertainment, there is still little work concerning connecting drivers. Whereas tourism is very much a social activity, drive tourists have few options to communicate with fellow travellers. The proposed project is placed at the intersection of tourism and driving and aims to enhance the trip experience during driving through social interaction. This thesis explores how a mobile application that allows instant messaging between travellers sharing
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Karlsson, Alexander, Linus Mattisson, and Victoria Lindh. "Digitala sällskapsspel med den sociala aspekten som utgångspunkt." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4259.

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Detta kandidatarbete undersöker om det går att behålla den sociala aspekten då man digitaliserar ett sällskapsspel. För att undersöka problemområdet skapades ett spelkoncept utifrån de teorier och slutsatser vi fått fram genom litteraturstudier. Spelkonceptet testades på respondenter som efteråt intervjuades. I detta arbete försöker vi förklara vår definition av ordet social och dess innebörd, samt diskuterar och spekulerar vi hur social interaktion mellan människor fungerar. Sedan presenterar vi våra resultat och metoder för hur man kan gå tillväga för att skapa ett dig
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Kjerrulf, Alvina. "Socialarbetaren går online : En kvalitativ studie om socialarbetares upplevelser av digitala möten i arbetet." Thesis, Umeå universitet, Institutionen för socialt arbete, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-184088.

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Syftet med min uppsats är att undersöka socialarbetares upplevelser av digital teknik i kontakt med klienter och samverkanspartners, för att se vilka förändringar som uppstått när samtalen genomförs digitalt och vilka möjligheter och utmaningar det medför. Detta eftersom jag ville undersöka om socialarbetare upplever att den sociala närvaron förändras när samtalen sker digitalt.   Studien har genomförts med hjälp av sju intervjuer med socialarbetare som är verksamma i en mindre kommun. De arbetar inom myndighetsutövning eller öppenvård på individ- och familjeomsorgen (IFO). Den insamlade datan
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Bigdelli, Avissa. "Designing a Layer for Communication and socialization for Digital Natives within a Digital Library." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23821.

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This thesis is a report of a research and design process for creating a layer for a certain Digital Library; a layer that allows users to communicate and socialize with each other within the environment of the Digital Library. Also, the effects that this layer could have on the users’ behaviors, social lives, and private lives, were evaluated.In the process, the most-visited Digital Libraries have been introduced and examined. Furthermore, they have been compared with each other using a united framework. In addition, the user group has been chosen, analyzed and categorized. According to that,
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Morosini, Jonathan. "Digital presentation av fysiskt träningsresultat." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-48839.

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Uppsatsens syfte är att konstruera riktlinjer för en användarprofilering som motiverar till fysiskt träningsutövande, samt uppmuntra användarprofiler till att förmedla sanningsenlig träningsresultatet inom ett digitalt socialt nätverk inriktat på fysisk träning. Studien undersöker även utövares inställning till att dela med sig av sina träningsresultat. Målet är att ta fram specifika, konkreta och praktiska faktorer som skall kunna appliceras i verkliga digitala nätverk. En kvalitativ studie genomfördes genom intervjuer och observationer av en testgrupp på åtta personer med varierande tränings
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Andriuzzi, Andria. "La conversation de marque à la lumière de la théorie du face-work : impact de la stratégie d’interaction des marques sur l’attitude des internautes." Thesis, Paris 1, 2017. http://www.theses.fr/2017PA01E011.

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Les interactions entre marques et consommateurs font l’objet de nombreuses recherches, notamment depuis l’avènement des médias sociaux. Cette recherche porte sur un mode d’interaction peu étudié, la conversation de marque, définie comme une suite de messages échangés en ligne et en public entre plusieurs individus dont un au moins représente une marque. Pour étudier ce phénomène, nous réalisons deux études qualitatives et trois études quantitatives. En faisant appel à la théorie du face-work, nous montrons que la marque parait plus humaine quand elle respecte les règles de la communication int
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Lindqvist, Bergander Anna. "Att göra literacy online och offline : Digitala medier i barns kamratkulturer." Doctoral thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-251647.

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This video ethnographies study examines the everyday interaction of two groups of children (aged between 10 and 13) as they use digital media in their spare time. One group of boys has been studied in their recreation centre and one group of girls has been studied at home and at the stable. The participants have different social and cultural affiliations. The purpose of the study is to examine how the children in the different groups organize their peer cultures as they participate with other children in different kinds of digital literacy events. Furthermore, the study aims at examining what
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Fröse, Ida, and Sofia Holmquist. "Köns- och heteronormer i ett digitalt paradis." Thesis, Uppsala universitet, Institutionen för informatik och media, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-242965.

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Syftet med den här uppsatsen är att undersöka på vilka sätt köns- och sexualitetsdiskurser kommer till uttryck i sociala medier i relation till framställningen av kön och sexualitet i tv, och vad det kan bero på. Syftet är även att undersöka vilken betydelse meningsreproduktionen och diskurserna på sociala medier kan ha för användarnas föreställningar om kön och sexualitet. Frågeställningarna är: “Reproduceras köns- och heteronormer under hashtagen #paradisehotelse på Twitter? I så fall, på vilket sätt och vad kan det bero på?” och “Skulle interaktionen med tv-programmet Paradise Hotel via Twi
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Wessman, Björn, and Magnus Hallqvist. "Virtuella Communities : Sociala faktorer i digitala miljöer." Thesis, Blekinge Tekniska Högskola, Institutionen för arbetsvetenskap och medieteknik, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2321.

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Virtual Communities is an increasingly common phenomenon on the Internet. Most of the Virtual Communities are operated and maintained on a non-profit basis with a direction towards entertainment. However, as more state administrated and commercial services become web-based, we believe that the number of Virtual Communities with a community-based or commercial direction will increase in a near future. In this thesis, we describe our participation in, and studies of, a number of Virtual Communities with focus on the IRC-channel ?3dfxsweden?. On the basis of our experiences, we describe the socia
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Häggman, Jonas, and Laila Fältby. "Design kan få morfar att bli mer social på Facebook : en undersökning om hur gränssnittsdesign kan gynna seniorers sociala samhörighet i ett digitaliserat samhälle." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-21209.

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Ett digitaliserat samhälle bidrar till att fler digitala tjänster utvecklas. Detta innebär att det idag ställs större krav på individer att vara tekniskt kompetenta för att kunna ta del av de möjligheter som erbjuds via digitaliseringen. Med allt fler digitala tjänster kan möjlighet till fysiska möten även minska, vilket kan påverka den sociala samhörigheten negativt vid lägre digital kompetens. Trots att äldre länge ansetts ha en lägre digital kompetens, i jämförelse med yngre åldersgrupper, håller dessa skillnader idag på att planas ut. Forskning visar att äldre som använder internet idag är
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Slessor, Gillian. "Age-related changes in decoding basic social cues from the eyes." Thesis, Available from the University of Aberdeen Library and Historic Collections Digital Resources, 2009. http://digitool.abdn.ac.uk:80/webclient/DeliveryManager?application=DIGITOOL-3&owner=resourcediscovery&custom_att_2=simple_viewer&pid=53353.

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Linder, Tilda, and Maja Pavlovic. ""Man kan inte erbjuda praktiskt stöd som en kopp kaffe om klienten är ledsen" : - En kvalitativ studie om det digitala mötets betydelse inom ekonomiskt bistånd." Thesis, Linnéuniversitetet, Institutionen för socialt arbete (SA), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-100701.

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Traditionally, meetings between social workers and clients have taken place physically. Since the 2010s, there has been a digital development which has meant that more calls between social workers and clients take place digitally, for example via telephone, Skype or mobile applications. In the spring of 2020, Sweden’s social services faced a drastic change due to covid-19 caused by the coronavirus SARS-CoV-2. In order to reduce the spread of infection, more and more meetings within the social services have had to take place digitally. This study aimed to investigate the impact and significance
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