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1

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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2

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 to the focus groups, the study was supplemented with two interviews. A total of three theories were used to analyze the material; Pierre Bourdieu's Habitus and social capital, Jay Blumer and Denis McQuails Uses and Gratification and Anja Hirdman's perspectives on gender in society and in digital media.  The result showed that 18 years old users tend to strategically use different combinations at the platform Instagram to influence their social life - the social room, a sphere that involves people in the real life (meetings). The fact that young people are affected both positively and negatively was also evident. Instagram can be seen as an interconnection tool but also a source of inspiration where you can escape your reality. However, all participants were aware that those who exist on the platform are exaggerated and far from reality.
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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 workers. To facilitate informal social interactions during these experiment sessions, the participants were allowed to play a few different games, participate in social activities or not participate at all. Analysis of the results from the experiment showed a slight improvement in the measured factors over the course of the experiment. However, only a decrease in emotional exhaustion was found to be statistically significant. Therefore, the results are insufficient to argue for or against the implementation of regular informal social interactions with a goal of improving employees’ remote working environment. The experiment had several areas which could be improved, particularly the scale and availability of the experiment. Future research should take into account the suggested areas of improvement for the experiment, specifically scaling up a similar experiment in order to support or refute the implementation of regular social interactions as part of a remote working environment. The increase in remote work is believed to persist in the future. Therefore, the drawbacks of remote work merit additional research to uncover techniques to mitigate them. Moreover, due to the nature of their work, IT workers have ample opportunities to work remotely. A suitable environment in which to work remotely can help them benefit from remote work while experiencing less of its negative effects.
Under början av året 2020 drabbades världen av Covid-19 pandemin. Rekommendationer att minimera fysisk kontakt med andra människor förändrade kontorsarbetares arbetsmiljö drastiskt. En omfattande förflytterlse av arbete till distansarbete skedde och syngligjorde dess nackdelar. Denna ökning av distansarbete förväntas fortsätta i framtiden. Nackdelarna hos distansarbete meriterar ytterliggare undersökningar kring tillvägagångsätt för att reducera dem. En av de vanligaste rapporterade nackdelarna är den socialt isolerande effekten. Detta examensarbete kommer fokusera på att undersöka hur man kan reducera den socialt isolerande effekten av distansarbete på heltid hos IT-arbetare. IT-arbetares arbetssätt har stora möjligheter för distansarbete. Därför skulle en bra miljö för distansarbete gynna IT-arbetare och göra det möjligt för fler individer att ta del av fördelarna från distansarbete. Innan pandemin var distansarbetare selektivt utvalda utefter deras personliga möjligheter att lyckas. Under pandemin så har även de individer som passar mindre bra för distansarbete även behövt jobba på distans. Detta gör det möjligt att undersöka möljliga förbättringsätt för fler typer av individer. Baserat på en literaturstudie så har det tydligjorts att distansarbetare saknar den sociala interaktion som sker automatistk i en kontorsmiljö. På grund av detta så föreslogs och testades en möjlig lösning av planerade, regelbundna, sociala och informella tillfällen över Microsoft Teams som ett experiment. För att främja informella och sociala interaktioner under experimenttillfällena så fick deltagarna spela ett par olika spel eller utföra aktiviteter med varandra. Resultaten pekar mot en liten förbättring från experimentet men endast en minsking av känslomässig utmattning var statistiskt significant. Det fanns flera förbättringsområden för experimentet. Sammanfatningsvis var storleken av experimentet och tiden för det, de stora förbättringsområdena. Resultaten är inte starka nog för att kunna tala för eller emot implementerandet av regelbundna, informella, sociala interaktioner med ändamålet att förbättra miljön för distanarbete. Framtida forskning bör ta hänsyn till förbättringsområdena och undersöka en upskalad variant av ett liknande experiment.
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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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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 technology crosses a threshold impacting the psyche in new ways.

A theoretical framework for understanding human-digital technology interactions is introduced and developed. The psyche is conceptualized as evolutionarily and biologically based, functioning symbolically and emotionally both consciously and unconsciously. Ramifications of this conceptualization are explored in the context of interactions with digital/algorithmic technology, using recommendation systems as illustrations.

The theoretical investigation concludes that psyche-digital technology interactions are new phenomena. Psychic processes—by nature evolutionarily and biologically symbolic and largely unconscious—interact with nonbiological digital/algorithmic technology. Because of the incongruence of value systems between biological phenomena and digital/algorithmic logic, unconscious psychic processes resulting from interactions between the biological feeling psyche and nonbiological digital technology are likely to significantly impact both psychic development of individuals, in the short term, and quite possibly the human species at large, in the long term.

The method of exploratory research is interpretive and theoretically oriented, while employing a depth psychological lens. Contemporary depth psychology is described as an integrative field that is receptive to insights from all other fields; it considers unconscious phenomena as vital to human psychological makeup. This study brings together depth psychological and neurobiological theory; and is grounded in the work of depth psychologist Erich Neumann, who describes biological-evolutionary-symbolic unconscious and conscious dynamics of the psyche.

As background, social psychology's discoveries of unconscious social behaviors triggered by interacting with new media are highlighted as fundamental in interactions with computing technology. From a depth psychological point of view, conscious and unconscious relationships to and with technology are explored historically as precursors to interactions with digital technology.

Keywords: human-computer interactions, depth psychology, big data, recommendation systems, digital technology, emotions, affect, feeling, neurobiology, Carl Jung, Erich Neumann.

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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 travers d’Internet nous permettent de mieux saisir les liens entre spiritualité et virtualité, entre technologies et religion, et, par là même, d’entrevoir des champs de recherche interdisciplinaires inédits. Au-delà de la spiritualité, nous nous intéressons aux parallèles que l’on peut dresser entre Internet et les activités qui comportent une initiation, un accompagnement, une formation ou un apprentissage
In this digital era, society is undergoing radical changes. Internet and other information technology are having major and growing repercussions on most societal components, including religion. Muslim spirituality, a component of the world’s cultural heritage, is also involved in this frantic digitalisation. Thus social networks, discussion forums and mobile Internet access are influencing the path Sufism is taking. The challenges facing it are multiple. Analysing them and putting into perspective modern, spiritual Islam through the Internet enables us to better grasp the links between spirituality and virtuality, between technology and religion, and at the same time glimpse at new, interdisciplinary fields of research. Beyond spirituality, we explore the parallels that can be made between the Internet and activities including initiation, support, training or apprenticeships
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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 networked settings and shifting education towards more open and lifelong learning. Nevertheless, this most recent educational turn highlights the importance of understanding social and technological (i.e., material) factors as mutually interdependent, challenging the existing forms of pedagogy and practice of assessment for learning in online environments. On the other hand, the main focus of the contemporary research on networked learning is primarily oriented towards retrospective analysis of learning networks and informing design of future tasks and recommendations for learning. Although providing invaluable insights for understanding learning in networked settings, the nature of commonly applied approaches does not necessarily allow for providing means for understanding learning as it unfolds. In that sense, learning analytics, as a multidisciplinary research field, presents a complementary research strand to the contemporary research on learning networks. Providing theory-driven and analytics-based methods that would allow for comprehensive assessment of complex learning skills, learning analytics positions itself either as the end point or a part of the pedagogy of learning in networked settings. The thesis contributes to the development of learning analytics-based research in studying learning networks that emerge fromthe context of learning with MOOCs. Being rooted in the well-established evidence-centered design assessment framework, the thesis develops a conceptual analytics-based model that provides means for understanding learning networks from both individual and network levels. The proposed model provides a theory-driven conceptualization of the main constructs, along with their mutual relationships, necessary for studying learning networks. Specifically, to provide comprehensive understanding of learning networks, it is necessary to account for structure of learner interactions, discourse generated in the learning process, and dynamics of structural and discourse properties. These three elements – structure, discourse, and dynamics – should be observed as mutually dependent, taking into account learners’ personal interests, motivation, behavior, and contextual factors that determine the environment in which a specific learning network develops. The thesis also offers an operationalization of the constructs identified in the model with the aim at providing learning analytics-methods for the implementation of assessment for learning. In so doing, I offered a redefinition of the existing educational framework that defines learner engagement in order to account for specific aspects of learning networks emerging from learning with MOOCs. Finally, throughout the empirical work presented in five peer-reviewed studies, the thesis provides an evaluation of the proposed model and introduces novel learning analytics methods that provide different perspectives for understanding learning networks. The empirical work also provides significant theoretical and methodological contributions for research and practice in the context of learning networks emerging from learning with MOOCs.
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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’ presence on the digital media channels is high, the business firms have to keep up. This change has affected many firms in a different way and certainly the marketing agencies as well. Purpose:         The purpose of this thesis is to investigate the modern marketing landscape, in regards to digital marketing and the affects it has had on marketing agencies as well as the companies themselves. Method:         The study is exploratory and has an inductive approach using qualitative research in order to fulfill the purpose of the paper. Semi-structured interviews are chosen to gather the empirical data for the research. The semi-structured interviews are afterwards analyzed through a classical inductive data analysis. Conclusions: The perceptions of the changes in the marketing landscape is that the consumers are today demanding a two-way communication with firms through social media.  The most important marketing tools are within the digital world; the ecosystem of google but also advertising tools in Facebook. Most firms have noticed their customers’ demand about having the firms present online and have thereby adapted and gone online. The marketing agencies have adapted to the changes and specialized themselves online, rather than in traditional marketing. Many agencies have changed their name to “communication agencies” rather than “marketing/ advertising agencies”. Some firms do still seek professional help (marketing agencies) with applying the digital marketing, but most firms do it by themselves. The reasons behind it may differ from firm to firm.
Bakgrund:      Dagens samhälle är sannerligen digitaliserad, över hälften av befolkningen i majoriteten av de europeiska länderna kommer inom en framtid att vara smartphone-användare. Marknadsförare vill använda sig av social media i deras marknadsföring för att kunna nå samt interagera med sina kunder på ett sätt som inte har varit möjligt tidigare. Problem:        Dagens konsumenter är exponerade för mer marknadsföring än någonsin tidigare. Delvis på grund utav att dessa konsumenter ständigt bär med sig den teknologi som möjliggör denna marknadsföring. Detta beror även på den ökade populariteten runt olika sociala media plattformar. Ända sedan konsumenterna började med att använda digital media har detta ökat stadigt. Firmorna måste därför kämpa med att hålla tempot för att tillfredsställa marknaden. Denna förändring har påverkat flertalet firmor på olika sätt, även marknadsbyråer har påverkats av detta. Syfte:             Syftet med denna uppsats är att undersöka det moderna marknadsförings-landskapet, med fördjupning i digitala medier och dess effekt på marknadsförings-byråer och vanliga företag. Metod:           Denna undersökning är en explorativ studie och använder sig av en induktiv metod, där kvalitativ forskning har används för att uppfylla syftet. Intervjuerna som gjorts har varit semi-strukturerade, och denna data har analyserats med hjälp av en klassisk induktiv dataanalys. Slutsats:           De generella uppfattningarna gällande det aktuella marknadslandkapet är att dagens konsumenter kräver en två vägs kommuniké med firmorna genom sociala medier. Därför finner vi de viktigaste marknadsföringsinstrumenten i den digitala världen genom Googles ekosystem, men också genom de reklamverktyg som bland annat går att finna på Facebook. De flesta firmorna har lagt märke till konsumenternas nyfunna krav gällande att ha firmorna tillgängliga online och har därför anpassat sig till detta. Marknadsbyråerna har anpassat sig till förändringarna genom att specialisera sig på digital marknadsföring istället för traditionell marknadsföring. Många marknadsbyråer kallar sig numera för ”kommunikations-byråer” istället för att inkludera orden ”reklam” eller ”marknadsföring” i namnet. Vissa företag söker efter professionell hjälp, anledningarna varierar mellan varje specifik firma.
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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 literature study with a thematic analysis. The resources studied are LMS, virtual classrooms, the flipped classroom model and digital textbooks and libraries. Also, the importance of adaptive digital resources as well as how digital resources are best implemented are studied. Conclusions made shows that much can be improved in the distance courses and that a combination of flipped classroom presentations together with a program for social interactions (such as Edmodo) could be a better solution. For the parts of the courses in Biology where a more in depth understanding of processes is necessary, special model building programs would be favorable. Since the possibilities for individual adaptions is very limited in distance courses it would also be advantageous with adaptive digital resources, to increase the possibilities for a student to pass the course.
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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 apprenants ont posté des messages sur des forums de discussion, des avis et des commentaires sur différents sites dont TripAdvisor, YouTube, Doctissimo, Le Parisien. Essentiellement qualitative, notre analyse a tout particulièrement interrogé la prise en compte de la dimension interactionnelle et sociale du Net participatif qui est sa caractéristique et son avantage principal. L’expérience en FLE nous a permis, en adoptant une approche émique, de repérer un certain nombre de conditions, favorables et défavorables, à l’intégration du Net participatif en classe de langue, de montrer le rôle déterminant de la culture d’usage dans l’appropriation de l’outil par les apprenants et de mettre en avant les notions de besoin et d’utilité de la tâche. À partir de ces conclusions, nous montrons qu’en post-alphabétisation les sites du Net participatif utilisés semblent avoir répondu aux besoins des apprenants faiblement ou non scolarisés. Grâce à la socialisation des écrits qu’il permet, et à l’engouement certain qu’il suscite chez ce public, le Web participatif, crée un effet d’entraînement dans les tâches de lecture-écriture. Nous émettons l’hypothèse que l’hybridité entre oral et écrit et entre langage et action des messages de forums de discussion et des sections commentaires lève certaines inhibitions généralement constatées chez ce public et facilite le processus d’écriture. Ainsi, nous avons repéré sur ce deuxième terrain le potentiel du Net participatif en tant que levier d’acquisition de la littératie traditionnelle et numérique chez un public en insécurité scripturale, et examiné les liens synergiques qui peuvent se créer entre ces deux littératies. Nous dégageons l’intérêt heuristique que présente le Net participatif dans les tâches de lecture-écriture, quel que soit le public, et nous montrons les avantages d’une démarche centrée sur l’apprenant
The aim of this research was to understand and evaluate the use of some sites of the participative web, viewed in their social dimension, to meet the learning needs of learners in language courses. Our study was based on two field experiments conducted on two different types of audiences, one in 2012 and 2013 with French as a Foreign Language (FFL) students at the Alliance française Paris Île-de-France, and another in 2014 with learners with low levels of education at the Cours Municipaux d’Adultes de la Ville de Paris (adult training provider of the City of Paris) in a post–literacy programme. Following a sociocritical approach, we worked on case-based scenarios in which learners were asked to post messages on discussion forums and in the comments section of online magazines on websites such as TripAdvisor, YouTube, Doctissimo and Le Parisien. In a qualitative analysis, we took into account the interactional and social dimensions of the Web 2.0 which are its distinctive features and main advantages. In FFL our experiment enabled us, through an emic approach, to pinpoint some conditions necessary for the effective use of the participative web in language courses, to show the decisive role of culture of use in tool appropriation and to underline the two notions of need and purpose. Our first results led us to show in a second experiment that in post-literacy programmes, the participative websites seemed to answer the needs of learners with low levels of education. Socialization of writing skills and the keen interest these tools arouse in this type of audience were the main factors of improved achievements. The fact that the participative web seemed to improve the performance of reading and writing tasks leads us to formulate the hypothesis that the hybridization of written and oral languages and of language and action found in discussion forum messages and comments section frees this second type of learners from some of the anxieties generally observed at a low education level and helps the writing process. We suggest from our findings that the participative web is a potential lever for the acquisition of traditional and digital literacies in learners with writing skill insecurities, and examine the synergies that could be created in the acquisition of these two literacies. We look into the heuristic value of the participative web in writing-reading skills, regardless of the learner's level of education, and we discuss the benefits of a learner-centered approach
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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 lógicas de la comunicación política tradicional fuera de línea (off line). Uno de los principales aportes de esta tesis al campo de estudio es el explicar el uso, la presencia y las interrelaciones discursivas de los tres tipos de actores clásicos de la comunicación política: mediáticos, políticos y ciudadanos (Wolton, 1989), pero, en el espacio de las redes sociales digitales, a través del análisis de un caso de estudio.
This research deals with the study of the complex processes and interactions that occur in digital electoral political communication phenomena in a democratic political system. Specifically, in electoral campaigns in Mexico through digital social media and particularly in the microblogging network Twitter. Starting from the hypothesis that the study of political communication in digital ecosystems (online) allows to know if there are certainly new forms of political participation in digital communication platforms or if ancient logics of traditional political communication are repeated offline. One of the main contributions of this thesis to the field of study is to explain the use, presence and discursive interrelations of the three types of classical actors of the political communication: media, politicians and citizens (Wolton, 1989), but, in the space of digital social networks, through the analysis of a case study.
Aquesta investigació tracta sobre l'estudi dels complexos processos i interaccions que ocorren en fenòmens de comunicació política electoral digital en un sistema polític democràtic. Específicament en campanyes electorals a Mèxic a través de xarxes socials digitals (social media) i particularment a la xarxa de microblogging Twitter. Part de la hipòtesi que l'estudi de la comunicació política en ecosistemes digitals (online) permet conèixer si realment hi ha noves formes de participació política a les plataformes digitals de comunicació o si bé, es repeteixen antigues lògiques de la comunicació política tradicional fora de línia (off line). Una de les principals aportacions d'aquesta tesi al camp d'estudi és el explicar l'ús, la presència i les interrelacions discursives dels tres tipus d'actors clàssics de la comunicació política: mediàtics, polítics i ciutadans (Wolton, 1989), però, en l'espai de les xarxes socials digitals, a través de l'anàlisi d'un cas d'estudi.
Cette recherche porte sur l'étude des processus complexes et des interactions qui se produisent dans les phénomènes de communication politique électorale numérique dans un système politique démocratique. Plus précisément dans les campagnes électorales au Mexique à travers les réseaux sociaux numériques (social media) et en particulier dans le réseau de microblogging Twitter. Une partie de l'hypothèse selon laquelle l'étude de la communication politique dans les écosystèmes numériques (online) permet de savoir s'il existe de nouvelles formes de participation politique dans les plateformes de communication numérique ou si l'ancienne logique de communication politique traditionnelle se répète hors ligne (off line). L'une des principales contributions de cette thèse au domaine d'étude est d'expliquer l'utilisation, la présence et les interrelations discursives des trois types d'acteurs classiques de la communication politique: les médias, les politiques et les citoyens (Wolton, 1989). l'espace des réseaux sociaux numériques, à travers l'analyse d'une étude de cas.
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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) de Jaunay-Marigny. Afin de construire un cadre d'analyse des dimensions de la forme scolaire, cette étude a déterminé dans un premier temps 4 dimensions d'analyse à partir des propositions théoriques disponibles. Dans un deuxième temps, l'étude analyse la modification de la représentation dans les 4 dimensions du rapport à l'École : le savoir, l'autorité, l'espace-temps et l'évaluation. Pour finir, la recherche s'appuie sur la médiation instrumentale et les interactions culturelles afin de savoir quelles catégories des interactions sont mobilisées dans l'instrumentation que les élèves font des équipements numériques à l'École. Pour réaliser cette recherche, les élèves ont été interrogés de deux manières : via un questionnaire en ligne et des entretiens collectifs d'explicitation. Les résultats issus du questionnaire en ligne ont, tout d'abord, permis de repérer la représentation que les élèves ont des deux espaces-temps : école et maison. Ensuite, ces résultats ont été analysés en termes de corrélations (tau de Kendall) et d'indépendance des variables (Khi-deux). Grâce à une analyse en composantes principales (ACP), les résultats ont permis de déterminer 8 profils d'élèves relativement à la forme scolaire et d'associer un profil à chaque élève. Suite à une analyse factorielle de correspondances multiples (AFCM), ces profils ont été associés au positionnement que les élèves ont par rapport à l'usage des équipements numériques et aux dimensions de la forme scolaire. Les résultats obtenus grâce aux entretiens collectifs ont été analysés à l'aide de catégories thématiques et conceptualisantes. Enfin, l'ensemble des résultats a été analysé en termes d'incidence de la médiation instrumentale sur les interactions culturelles. Les principaux résultats de cette recherche montrent l'impact de la scolarisation du numérique et les différences entre la vision que les adultes ont des représentations de l'École par les élèves et les propres représentations des élèves concernant l'École. Par ailleurs, l'étude signale la modification de la représentation du rapport à l'espace-temps surtout quant à la présence et à l'attention des élèves à l'école. Contrairement à certaines idées reçues, la figure de l'enseignant comme dépositaire du savoir légitime et de l'autorité reste stable dans la représentation des élèves, de même que l'importance de l'évaluation dans la représentation de l'École. Cependant, la représentation de la disponibilité de l'information et de l'accès à celle-ci est modifiée. L'horizontalité, dans la relation enseignant-élève, souvent attribuée à l'utilisation du numérique, est contestée par la présente analyse. De même, les résultats soulignent l'importance des composantes affectives et relationnelles dans l'intégration du numérique à l'institution scolaire et le rôle qu'y jouent l'origine sociale des élèves et leurs pratiques culturelles. Enfin, l'étude analyse les tensions entre les actuels lignes directrices des projets d'intégration du numérique à l'École et la forme scolaire traditionnelle
This research is situated in the context of educational institution projects that equip students with personal digital devices. It aims to explain how the permanent availability of personal digital devices (tablet, personal computer, mobile) changes the social representation students have of school as an institution, or the so-called “schooling form”. Two case studies at secondary-level education are analysed with an empirical approach: students participating in the TED project in Saône-et-Loire and students of the Living Cloud project at the Lycée Pilote Innovant International (LPII) in Jaunay-Marigny. In order to build the theoretical framework to analyse the schooling form concept, this study first determines 4 dimensions based on the literature available. Subsequently, it analyses the representation changes within these 4 dimensions of the relationship to the schooling form: knowledge, authority, space-time and evaluation. Finally, the present dissertation draws on the concept of instrumental mediation and cultural interactions in order to identify the interaction categories that are mobilized in the instrumentation performed by students during the use of personal digital devices at school. Students were questioned by two means: an online survey and collective interviews. The online survey results allowed us to identify the representation students have about two space-time frameworks: school and house. Results were analysed in terms of correlations (Kendall's Tau) and by the test of independence (Chi-square). Through the use of the Principal Component Analysis (PCA), the survey results allowed to determine 8 students' profiles regarding schooling and to associate them to each student. Using a Factorial Analysis of Multiple Correspondences (FAMC), these profiles were associated to students' positioning regarding the use of personal digital equipment and the 4 schooling form dimensions. Results obtained by means of collective interviews were analysed by thematic and conceptualising categories. Finally, the data corpus was studied in terms of the instrumental mediation incidence on cultural interactions. The main results of this investigation show the impact of digital schooling and the differences between how adults perceive the students' schooling form and the students' own representation of it. Furthermore, this study points to the changes in the student's representation of space-time, mainly in what regards the student's presence and attention in school. Contrary to previous research findings, this study shows that the teacher as a figure of legitiate knowledge and authority remains stable in students' representations, as well as the importance of evaluation in the schooling form representation. However, the representation of the availability of information and the access to information are transformed. Horizontality in the teacher-student relationship, often attributed to the use of digital devices, is questioned by the present study. Moreover, results underline the importance of considering the affective and relational components in the process of digital integration at school as well as the role of students' social origins and cultural practices. Finally, this study analyses the tensions between the main guidelines in digital integration projects and the traditional schooling form
La presente investigación se enmarca en el contexto de la integración de las tecnologías digitales en la Escuela, a través del equipamiento personal de los alumnos. Ésta tiene como objetivo conocer cómo la disponibilidad permanente de tabletas, computadores portátiles y teléfonos celulares, modifica la representación de los alumnos acerca de la forma escolar. Para ello, se analizaron empíricamente dos casos: los estudiantes de los colegios participantes del proyecto TED en Saône-et-Loire y los alumnos de liceo que forman parte del proyecto Living Cloud del Lycée pilote innovant international (LPII) de Jaunay-Marigny. En un primer momento, con base en la revisión de la literatura, se determinaron cuatro dimensiones de la relación a la forma escolar: saber, autoridad, espacio-tiempo y evaluación. Estas dimensiones constituyen el marco de análisis de las modificaciones a la representación de la forma escolar de los estudiantes. Finalmente, el estudio se apoya en las teorías de la mediación instrumental y de las interacciones culturales con el objetivo de identificar las categorías movilizadas en la instrumentación que los alumnos hacen de los equipos digitales en la Escuela. Para la realización de esta investigación, los alumnos fueron interrogados de dos maneras: un cuestionario en línea y entrevistas colectivas de explicitación. Los resultados obtenidos del cuestionario permitieron identificar la representación que tienen los alumnos de dos espacios-tiempo: escuela y casa. Estos resultados fueron analizados a través de correlaciones (tau de Kendall) y el test de independencia de variables (chi-cuadrada). Mediante un análisis de componentes principales (ACP), los resultados determinaron ocho perfiles de alumnos en relación a la forma escolar. Estos perfiles fueron atribuidos a cada uno de los alumnos estudiados. De igual forma, a través de un análisis factorial de correspondencias múltiples (AFCM), los perfiles fueron asociados al posicionamiento de los alumnos en relación al uso de equipos digital y las cuatro dimensiones de la forma escolar. Los resultados obtenidos en las entrevistas colectivas fueron analizados usando categorías temáticas y “conceptualizantes”. Finalmente, la totalidad de los resultados fueron estudiados en términos de la incidencia de la mediación instrumental sobre las interacciones culturales. Los resultados principales de este estudio muestran el impacto de someter el equipamiento digital al proceso de escolarización. Se observan las diferencias de percepción que tienen los adultos de la representación de los alumnos sobre la Escuela y la representación que tienen los propios alumnos sobre ella. Se muestra también la modificación de la representación de la relación al espacio-tiempo, sobre todo en lo que se refiere a la presencia y la atención de los alumnos en la Escuela. Contrariamente a las ideas generalizadas, el maestro como figura del saber legítimo y de autoridad, permanece estable en la representación de los alumnos, al igual que la importancia de la evaluación en la representación de la Escuela. Sin embargo, se observa una transformación en la representación de la disponibilidad y el acceso a la información. La horizontalidad de la relación maestro-alumno, frecuentemente atribuida a la utilización del equipamiento digital, es cuestionada por el presente análisis. También se plantea la importancia de los componentes afectivos y relacionales, así como el rol del origen social de los alumnos y sus prácticas culturales en la integración de lo digital en la Escuela. Para finalizar, esta investigación analiza las tensiones entre los actuales lineamientos de los proyectos de integración digital en la institución escolar y la forma escolar tradicional
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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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- ABSTRACT –

Title: Winners of the Web ( Webbens vinnare)

Number of pages: 35 (including enclosures)

Author: Lydia Kellam

Tutor: Else Nygren

Course: Media and Communication Studies C

Period: Fall Semester 2006

University: Division of Media and Communication, Department of Information Science

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 were to comprehend how consumer behavior on the web could be understand. The purpose of this paper is to understand how different marketing activities on the Internet are followed by consumption.

Material/Method: By using focus group interviews I wanted to study how individuals act on the Internet. How different activities such as communication and participation on the web could lead to consumption on the Internet. As a method, focus group interviews capture the social interactions and participants affect each other. The social effect, in particularly, gained the results and the analysis of this paper.

Main Result: Consumer on the Internet experience that commercial messages on the Web are overloaded, and use consumer powered sites an alternative. Consumer driven websites increases and so is the influence of the consumer,since users on the web reject the commercial messages, a strategy where the interaction between companies and consumer is supportive for both parties is demanded. There fore a more individual aim on the marketing communication on the Internet is required. For example commercial messages that are directed to a specific consumer, and that relate to the interactive possibilities on the Web.

Keywords: Internet, New Media, Web 2.0, Marketing Communication, Computer Mediated Communication, Consumer behavior, Social Interactions, Digital marketing, Digital consumption.

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15

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 dimensions constitutives de l’intersubjectivité et mises en jeu dans les interactions numériques. Dans la première partie de notre thèse, notre parcours théorique, il s’agit de saisir la nature de la co-construction identitaire, les enjeux de la rencontre interindividuelle en tant que phénomène intersubjectif et les spécificités des interactions numériques aux cadres spatio-temporels complexes. Nous proposons, en premier lieu, de définir, par une approche phénoménologique, l’événement de la rencontre avant de nous intéresser aux propriétés phénoménotechniques de l’intersubjectivité numérique. En second lieu, dans ce parcours théorique, par une approche interactionniste, nous nous attardons sur la place du langage dans la co-construction des identités ; une place importante est accordée à la séquentialité interactionnelle par laquelle les sujets façonnent l’interaction ainsi qu’à la corporéité de l’action hors et par écran. Nous soumettons alors, dans la seconde partie de notre thèse, ces théorisations à l’analyse des données de notre corpus. Dans ce parcours empirique, sont analysées des rencontres par écran entre participants géographiquement distants. Cette analyse nous permet notamment de dresser une topographie des espaces-temps impliqués dans l’interaction physico-numérique, une typologie des actes de prise d’existence à l’écran et une description du processus ontologique identitaire en interaction
Though our research is firmly anchored within the field of linguistics, it constitutes an interdisciplinary approach as well, aiming to establish a dialogue between Interaction Analysis and Phenomenology. This research examines the complex notion of identity by defining it as a verbal, technical, and intersubjective phenomenon. The bodily, sensory, relational and social human existence is henceforth engaged in digital interaction devices inducing unprecedented modalities of intersubjectivity. Therefore, we propose to analyze the novel features of intersubjectivity involved in digital interactions. In the first part of our dissertation, the theoretical exploration, we seek to apprehend the nature of identity co-construction, the stakes of interindividual encounter understood as an intersubjective phenomenon, and the spatio-temporal characteristics of digital interactions. Firstly, through a phenomenological approach, we define the encounter as a meaningful event and we explore the phenomenotechnical properties of digital intersubjectivity. Secondly, through an interactionist approach, we focus on language and its role in identity co-construction, and more specifically on sequence organization and embodiment within physical and digital interactions. Thereafter, in the second part of our dissertation, those theorizations are submitted to a data analysis. This empirical exploration consists in studying online encounters between geographically distant participants. This study allows us to draw a topography of the spatio-temporal framework of phygital interaction, a typology of the acts of enacting existence on screen and a description of the ontological process of identity co-construction
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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 results that emerged during the study.  A Qualitative method was used to collect information, and through this Qualitative interviews were used. The interviews resulted in three themes, which was democracy in social media, risks and possibilities in the social and the digital divide. The result showed that the group felt left out because of their lack of skills when it comes to technology. It also showed that the lack of skills has caused a negative effect since the users rather seek information than sharing their own, which was a result of their lacking skills. This result was linked to the theory of the Digital divide and McLuhan's theory of Medium is the message. When the democracy aspect was analysed, it showed that they did not trust information shared on social media.   The risks that were detected by the interviewed group was for example identity theft and stress related illness that were caused by social media. The possibilities were for example the fact that it is possible to talk to someone in another country on social media despite time differences and borders and to maintain relationships with distant relatives. These results were used to analyze the consequences further and to have a deeper discussion about the subject. For example the lack of skills lead to that this group do not have the possibility to share their thoughts and counteract stereotypes.
Denna studie har fokuserat på att försöka förstå attityderna hos de människor som är födda på 1940-talet. Gruppen ifråga har vuxit starkt på sociala medier så som Facebook och syftet med denna studie är att förstå på vilket sätt de påverkas när de använder dessa plattformar. De teorier som har använts i studien är Habermas om borgerlig offentlighet och demokrati, McLuhans teori om att mediet är budskapet och teorin om den digitala klyftan. Dessa teorier har använts för att skapa en förståelse för de resultat som framkommit under studien.   Kvalitativa intervjuer har använts för att samla in information där kön och bakgrund blandats hos de olika individerna som har intervjuats. Intervjuerna resulterade i tre teman vilka var demokrati på sociala medier, risker och möjligheter i sociala medier och den digitala klyftan. Resultaten visade att gruppen kände sig utanför på grund av sin bristande skicklighet när det gäller teknologi. De visade också att bristen på skicklighet hade negativa effekter eftersom användarna hellre sökte information än att dela med sig av sin egen, vilket var resultatet av deras bristande skicklighet.   Den digitala klyftan användes för att användarna var en del av klyftan och mediet är budskapet användes för att de inte använde alla funktioner som sociala medier erbjöd, eftersom de inte hade färdigheten. När den demokratiska aspekten analyserades framkom det att de inte litade på informationen på sociala medier. Riskerna som framkom under intervjuerna var exempelvis identitetskapningar och stressrelaterade sjukdomar, som orsakades av sjukdomar. Möjligheterna var exempelvis att man kan prata med någon i ett annat land på sociala medier, oberoende av tidsskillnader och nationsgränser samt att bibehålla relationer med avlägsna släktingar. Dessa resultat användes för att analysera konsekvenserna ännu ett steg, för att ha en djupare diskussion om ämnet. Exempelvis leder bristande på kunskapen till att gruppen inte har möjlighet att dela med sig av sina tankar och att motverka stereotyper.Carls
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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 to remote work meant a decrease in physical, social interactions and less networking amongst employees. Organizational culture is a concept used to describe the fundamental values, artifacts, and internal language of an organization and one key pillar in organizational culture is the people and the social interactions within a workplace. The shift to remote work has thus created multiple gaps in research, where there is a need to understand the impact on organizations and their organizational culture.   Purpose – This thesis aims to understand the impact on organizational culture as a result of the COVID-19 pandemic and shift to remote work.   Method – Empirical data was collected from a single-case interview study with employees from Jönköping International Business School. The interviewees have experienced the shift from office to remote work from home the past year, and hence contributed with valuable insights that were then used to understand the impact on the organizations’ culture. The data was analyzed using the Gioia method and hence allowed for categorization of the data.   Findings – The findings of this thesis showed that the employees experienced a digital and virtual fatigue from working virtually and remotely at home. The fatigue is based on not being able to catch smaller breaks which are engraved in the foundational culture at Jönköping International Business School, in combination with an unclear communication strategy. Furthermore, with the removal of physical presence and interactions in the employee’s daily activities, the internal relationships within Jönköping International Business School has started to fade away, and the attitude on nurturing them has also been impacted. Many attempts by the organization have been made to keep together the employees and the culture, although what is evident in the findings is that by duplicating all activities from the physical office activities to the virtual world, the experience does not give the same response virtually. In fact, it can be even more damaging to the attitude of the organization and the internal network.
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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 sociaux numériques différents? Les interactions écrites dans un contexte numérique peuvent-elles manifester des aspects émotionnels? Afin d’éclairer nos questions, la recherche se focalise sur une étude comparative de l’identité numérique, des interactions écrites et des émotions exprimées dans les interactions sur les deux réseaux sociaux numériques. L’analyse des données permet de repérer aussibien les phénomènes d’ordre linguistique que ceux d’ordre social et émotionnel. Des entretiens et des questionnaires viennent éclairer l’analyse du vécu et du ressenti des sujets étudiés. Ce travail tente donc à travers la description de l’utilisation des Facebook et Renren par quatre étudiants chinois nouvellement arrivées en France de mieux comprendre les particularités de l’identité numérique et des échanges interactifs de chacun de ces réseaux sociaux numériques
This research aims at comparing digital identity and nature of the peculiarities of interactive written language on two digital social networks (Facebook and Renren). We are interested in the difference between the digital identity of these two digital social networks, one is worldwide used (except a few countries such as China) and the other is mainly used by the Chinese. Is that the digital identity of one person is also the same on these two different social network sites? How the users interact and express vis-à-vis different friends in different digital context? Can the online interactions manifest emotional aspects? In order to respond to these problems, this research questions the digital identity and their function in the identity construction, the relational and social aspects of online interaction, the types of emotions expressed in the online interactions, and the role of emoticon in the expression of emotions of these two digital social networks. The data analysis enables to identify the linguistic, social and emotional phenomena in online interactions of the corpus of study. Interviews and questionnaires clarify the analysis of the experience and the feeling of the different actors. So throughout the description of case use of Facebook and Renren by four newly arrived Chinese students in France, this work attempts to better understand the features of digital identity and interactive exchange of these two digital social networks
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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 es muy rico para que a partir de esto las marcas de smartphones tomen decisiones importantes y certeras al momento de establecer campañas con un ecosistema digital potente. Esto permitirá no solo inducir a la compra sino también identificar los mejores momentos o situaciones para crear lazos y prosumidores positivos para la marca.
The purpose of this research work is to discover the relationship of Social Commerce with the Purchase Intent of smartphones, both upper-middle and high-end, applied to young Millennials. This research will provide a detailed view of the components or constructs of Social Commerce in the field of the smartphone category and thus discover the impact that social networks really have among consumer users. At the same time, this research offers the contextualization of the digital dynamics in social networks during the stages of Purchase Intent, which is very rich so that from this the smartphone brands make important and accurate decisions when establishing campaigns with a powerful digital ecosystem. This will allow not only to induce the purchase but also to identify the best moments or situations to create positive ties and prosumers for the brand.
Trabajo de investigación
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20

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
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 the network society?" The general objective of the research is to analyze the co-creation of value by Natura as an organizational communication strategy. The specific objectives are defined as follows: (1) Describing the main digital social media used. (2) Checking the strategic appropriation of an online network for the co-creation of value; (3) Describing the online co-creation network created by Natura; (4) Analyzing the forms of interactions provided by the online co-creation network of Natura s Cocriando Program. The methodological approach of the research consists in the articulated application of different and complementary methods and techniques that seek to investigate how the communication strategies through co-creation in the digital ambience of the researched organization shape up. The course includes the study through non-participant observation in digital social media and in online co-creation network of Natura s Cocriando Program. In addition, there is the indepth interview with the person responsible for the company's innovation management and the asynchronous interview through structured questionnaire with the participants that contributed the most with ideas on Jornada SOU. We used the analytical model structured for the analysis of digital platforms proposed by Proulx (2012) and the interaction blocks proposed by Prahalad and Ramaswamy (2004) so there would have co-creation. From the merger of these two methodological perspectives we created a third model of analysis that includes five categories: the platform's technical architecture; dialogue; user experience, riskbenefit and user contribution. In this context, we found out that the co-creation of value made strategic communication processes between Natura and its public possible. The co-creation network can be considered a complex and unprecedented tool when it comes to structure different stakeholders in network, in order to jointly create ideas through online interactions, aiming at innovation.
Esta dissertação investiga uma rede de cocriação online como uma estratégia de comunicação e está delimitada em analisar a cocriação de valor entre organizações e seus públicos como estratégia de comunicação na sociedade em rede. A problemática que conduz este estudo centra-se no pressuposto de que a cocriação em rede online possibilita novas formas de interações e relacionamentos entre as organizações e seus públicos e está assim estruturada Como a Natura utiliza-se de uma rede de cocriação online como estratégia de comunicação na sociedade em rede? O objetivo geral da pesquisa consiste em analisar a cocriação de valor da Natura como estratégia de comunicação organizacional. Os objetivos específicos estão assim definidos: (1) Descrever as principais mídias sociais digitais utilizadas. (2) Verificar a apropriação estratégica de uma rede online para a cocriação de valor; (3) Descrever a rede de cocriação online criada pela Natura; (4) Analisar as formas de interações proporcionadas pela rede de cocriação online do Programa Cocriando Natura. O percurso metodológico da presente pesquisa consiste na aplicação articulada de diferentes e complementares métodos e técnicas que buscam investigar como configuram-se as estratégias comunicacionais através da cocriação na ambiência digital da organização pesquisada. O percurso compreende o estudo através da observação não participativa nas mídias sociais digitais e da rede de cocriação online do Programa Cocriando Natura. Além disso, entrevista em profundidade com a responsável pela gestão de inovação da empresa e entrevista assíncrona através de questionário estruturado com os participantes que mais contribuíram com ideias na Jornada SOU. Utilizamos o modelo analítico estruturado para análise de plataformas digitais proposto por Proulx (2012) e os blocos de interação para que exista cocriação proposto por Prahalad e Ramaswamy (2004). A partir da junção dessas duas perspectivas metodológicas criamos um terceiro modelo de análise que contempla cinco categorias: a arquitetura técnica da plataforma; diálogo; experiência do usuário, riscobenefício e a contribuição do usuário. Nesse contexto, averiguamos que a cocriação de valor viabilizou processos comunicacionais estratégicos entre a Natura e seus públicos. O cocriando Natura pode ser considerado um programa complexo e inédito, no sentido de estruturar em rede, diferentes públicos de interesse, com objetivo de criar conjuntamente ideias, através de interações online, que visam à inovação.
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21

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 divide has been under-investigated with the result that our understanding of rural sociability in contemporary society is theoretically underdeveloped. This is addressed through a study of sociability in rural Britain, which adopts a “facet methodology” approach, examining the research problem from different angles using a range of methods. The first facet of the research compares the perceptions of rural and urban Internet users through an analysis of the Oxford Internet Survey. The second facet conducts a social network analysis of the online connections formed by a group of bloggers in the Scottish islands. The third facet explores the discursive interactions of the same set of bloggers through a thematic analysis of their writings. Together, the methods shed light on key aspects of the research problem. The findings reveal that people living in the country's rural areas are experiencing a different relationship with digital technology from urban residents. Rather than occupying peripheral or inferior positions in the network society, however, they are cultivating unique forms of digital sociability, informed by particular influences and motivations that set their social behaviour apart from the networked norm. Throughout the thesis, an understanding of the place of rural in the digital world is elaborated and the network society is shown to be differentiated across multiple dimensions.
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22

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. Objectives. The thesis cover two related aspects of basic digital game competences; firstly a theoretical review of the topic that secondly is followed by a study where we investigate how experienced players learn to play a digital game together and which types of activities they utilize in order to do so. Methods. This thesis consists of two parts with different methods; a review of the term and concept of game literacy as well as a case study performed as an interaction analysis of players engaging with a new digital game. For the second part the interaction analysis was conducted in three phases 1) recording of players and notes of timestamps of interesting situations, 2) actual interaction analysis and transcribing and 3) review. To be able to show a modus operandi for the players’ interaction and learning situations, a single pair of players were selected, and therefore also allowed for a chronological presentation of the play session and learning situations. Results. In the first part of the thesis we present our results concerning that the use of the term game literacy is not consistent throughout the discourse, but rather two different viewpoints. Furthermore we suggest a taxonomy that allow for a more continuous view of game literacy knowledge than previously presented. Secondly we show that competences from previous games not always allow for a more efficient play performance due to the fact that different games have different cognitive schemas. Conclusions. We conclude that concepts like game literacy and “the player’s repertoire” where it is suggested that the player builds on previous knowledge to perform better within any game should be viewed with more criticism than previously. Previous experience of how a game function and the solution to solve problems in other games may not be fruitful at all. Players that utilize the same cognitive schemas they developed in other games could be hindered when trying to play a new game. Furthermore we conclude that the “reflective” learning style that other researchers (i.e. Gee) refer to, when playing games, is not the only one and that the players take some time to reach a reflecting level during play.
Dagens brukare av datorsystem bär med sig en annan förståelse och förmåga att använda datorsystem och programvara än tidigare. Denna annorlunda förståelse finns genom bruket av andra plattformar än traditionella PC med den s.k. skrivbordsmetaforen (t.ex. Windows eller Mac OS). Exempel på andra plattformar är iPhone, surfplattor, spelkonsoller etc. Eftersom denna typ av brukare är van vid andra former är det intressant hur dessa brukare lär sig använda datorsystem och programvara. Inom ramen för uppsatsen undersöks vilka lärsituationer erfarna användare går genom vid bruket av programvara för underhållning. Flertalet av brukarna i fallstudien faller tillbaka på kognitiva schema för att lösa problem de ställs inför. Många gånger är dessa kognitiva schema olämpliga för effektivt lösande av problemen. En liknelse för användningen av ett kognitivt schema är att brukaren går in på en lunchrestaurang med självservering men prompt förväntar sig en restaurang med hovmästare, kypare och meny. Vissa brukare går till och med så långt i liknelsen att de går ut ur (den bildliga) restaurangen och in i igen för att pröva om någon hovmästare märker dem denna gång.
+46733-461693
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23

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 assumes that the linkage between human and technology is relational, meaning that it creates the possibilities for human actions as well as constrains depending on the context of the user and the capacity of technological artefact. One of the largest Indonesian backpacker community is selected as the research site. The community is managed both online and offline through an online forum and conducting routine gatherings for its members. An approach in qualitative research known as netnography combined with interviews were employed to collect research materials. Analysis was performed to identify patterns of backpacker interaction afforded by digital technologies. The findings indicated that the presence of digital technologies was seen beneficial for the creation of network capital, presentation of identity, and performing mobile social interactions demonstrating a form of network sociality. Furthermore, digital mobile interactions increasingly became a central element in the making of the backpacking experience. The use of digital technologies among backpackers reflected the convergence of corporeal mobility and digitally mediated communication which can help explain patterns of sociality and interaction on the move.
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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 collection and analysis. Video observation material from five ICT-advanced schools with pupils aged 6-17 was multimodally transcribed and analysed. In conclusion the thesis, among other things, indicates that: - Social Science acquires informal features and pupils are independently designing their own digital Social Science material. - Pupils’ interactions are significantly multimodal and the digital learning resource becomes a third element in interaction. Pupils are constantly active and very responsive to each others’ representations. They cooperate as if learning in the extended interface is a collective responsibility. - Pupils’ learning is also significantly multimodal. Being digital natives, they engage in colours, sounds and images to represent some of their learning. - Learning represented in modes other than text and speech becomes invisible and disappears in the digital divide. - Pupils are simultaneously designing parallel paths of learning. One path represents the formalised education which is the path initiated, promoted and assessed by the teacher. The other path is guided by pupils’ interests and by affordances in the digital interface. This represents the extended learning that goes on below the surface.           The thesis ends with a discussion about didactic complexities in The Online Learning Paradigm.
At the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 1: Accepted. Paper 5: Submitted.
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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, & 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 & 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 interaktiv videospelare som tillåter användare att navigera i videomaterial genom att interagera direkt med objekt i videorna. På detta vis ska känslan av position och riktning förhöjas. Resultat i denna studie utgörs av nya insikter av aspekter som behövs hållas i åtanke vid skapande av koncept för denna målgrupp. Detta inkluderar den komplexa etiska problametik som uppstår kring socialt oönskade handlingar och utredningar av dessa handlingar.
Digital vigilantism is a phenomenon that is growing and gaining more popularity (Chia, 2018; Yardley et al., 2016). This practice has in various occasions failed to correctly identify both victims and perpetrators in events surrounding socially undesirable acts(Trottier, 2016; Yardley et al., 2016). This study aims to use Concept driven design research (Stolterman & Wiberg, 2010) to develop a concept that will enhance the precision of the investigative research performed by digital vigilantists. The concept presented in this study is an interactive video player that allows users to navigate through video by interacting directly with objects in the video and enhancing the sense of position and direction. This study results in new insights of aspects to take in mind when creating a concept for this particular target group, this includes the complex ethical aspects that arises when dealing with socially undesirable acts and the public investigation of these.
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26

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 work of the social workers.
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27

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'incertitude et la complexité au cœur des processus d'enseignement/apprentissage. À la croisée de la didactique des QSV et de la pédagogie numérique, cette thèse vise à documenter les modalités d'apprentissages collectifs de la participation démocratique aux expertises citoyennes de QSV Environnementales. Nous exploitons le potentiel des Environnements Numériques de Travail collaboratifs à élargir les communautés d'apprentissages au-delà des frontières géographiques et des cloisonnements disciplinaires. Nous analysons les évolutions de Raisonnements SocioScientifiques dans une perspective de Durabilité (RSSD) construits collectivement par de futurs enseignants en quatrième année de formation initiale issus de disciplines et institutions universitaires diverses en France et en Australie. L'originalité de ce travail réside dans la mise en relation des interactions socio-discursives avec les niveaux d'approfondissement des RSSD co-construits. Elle révèle l'intérêt majeur des dérangements socio-épistémologiques occasionnés par les rencontres interculturelles.
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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 their intended contexts of use. This process is then used to present the design of a bimanual desktop TUI that complements the existing workstation, and encourages peripheral interaction in parallel with workstation-intensive tasks. Implementation of a prototype TUI is then described, comprising “task” tokens for work-time management, “document” tokens for face-to-face sharing of collaborative documents, and “contact” tokens for awareness of other team members’ status and workload. Finally, evaluation of this TUI is presented via description of its extended deployment in a real office context. The main empirically-grounded results of this work are a categorisation of the different ways in which users can interact with physical tokens, and an identification of the qualities of peripheral interaction that differentiate it from other interaction styles. The foremost benefits of peripheral interaction were found to arise from the freedom with which tokens can be appropriated to create meaningful information structures of both cognitive and social significance, in the physical desktop environment and beyond.
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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 svarande på en nätbaserad enkät. Genom ett självselektivt urval avgränsades den studerade gruppen till i huvudsak informanter med en medianålder på 27 år med erfarenheter av heterosexuella relationer. Det studien visar är att den distansering och begränsning denna kommunikation innebär oftast möjliggör förmågan hos informanterna att uttrycka sig friare än i en interaktion ansikte mot ansikte. Samtidigt värderas ändå den fysiska interaktionen högre då denna är mer “på riktigt”. Med begreppet digital sexuell kommunikation (DSK) har vi också ämnat klargöra och definiera det forskningsområde som denna studie genomförts inom, vilket kombinerar medie- och kommunikationsvetenskap med det sexualpsykologiska fältet.
“Sexting” is the communication between sexual partners through textbased digital media, which is a practice that can be experienced as very intimate despite the mediums limitations of the characteristics of a physical interaction. The purpose of this study is to offer a comprehensive overview of how this type of interaction is constructed and expressed, which has been conducted through a three-parted examination of the specifics of these communication patterns and how they are reflected upon. The empirical data consists of 18 contributions collected through a netbased participatory observation, 2 qualitative interviews and 56 respondents of a netbased survey. Through a method of selfselection the informant group was generated and constricted to mainly informants of an average age of 27 with experiences of heterosexual relations. What the study concludes is that the distance and limitation of this type of communication often contributes to a sense of a more liberated way of expression than what is possible in a face-to-face interaction. Yet the informants value the physical type of interaction higher as this is seen as more “real”. With the term digital sexual communication (DSC) we also aim to clarify and define the research area in which we conduct this study, which combines the science of media & communication with the field of sexual psychology.
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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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Fundação de Amparo à Pesquisa do Estado do Amazonas
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 interface of fun educational games with children and adolescents in the project Work, Technology and Education in Social Inclusion Network and Digital, using a checklist developed from the methodology of the test of interaction. The developed methodology consists in applying the following techniques of evaluation: observation, recording and testing protocol of the interaction to verify the integration of the educational games and content used in the course "Introduction to work and digital inclusion." The overall results indicate that the games used in educational activities in Infocentres enable integration facilitates the learning process.
Este estudo é resultado de um processo de investigação das possibilidades pedagógicas da utilização lúdica de jogos educacionais e suas implicações na construção de esquemas cognitivos como pré requisito para inclusão social e digital em ambiente virtual. O enfoque deste trabalho está centrado avaliação dos esquemas de ensino dos professores ao explorar a interface lúdica dos jogos educacionais com as crianças e adolescentes do projeto Trabalho, Tecnologia e Educação em rede de Inclusão Social e Digital, aplicando uma lista de verificação elaborada a partir da metodologia do ensaio de interação. A metodologia desenvolvida consiste na aplicação das seguintes técnicas de avaliação: observação, protocolo de registro e ensaio de interação para verificar a integração entre os jogos educacionais e os conteúdos aplicados no curso Introdução do trabalho e inclusão digital . Os resultados gerais indicam que os jogos educativos utilizados nas atividades realizadas nos infocentros possibilitam a integração facilitam o processo de aprendizagem.
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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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Nenhuma
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 Pelotas e que abrange uma mesma região, a zona Sul do estado, através da página do veículo no Facebook. Investigamos de que forma esses leitores significam os acontecimentos locais, a partir de interação com o jornal. Para isso, levamos em conta os processos de jornalismo em redes digitais e estudamos questões pertinentes à proximidade e territorialidade, além de acontecimento, redes sociais digitais e interação. Utilizamos como principais metodologias a análise de construção de sentidos em redes digitais e entrevista. Pudemos identificar a partir do nosso recorte, que existem diferentes tipos de interação entre leitores e jornal, as quais categorizamos como afetação – argumento, afetação – passionalidade, prestimosidade e sociabilidade e que, o leitor, a partir de características de proximidade territoriais, identifica-se com os acontecimentos locais e regionais.
The present study aims to verify the links between readers and a newspaper. The newspaper studied was Diário Popular, which is located in the country side of Rio Grande do Sul, in the city of Pelotas. The newspaper cover, the southern part of the state, through the Facebook’s page. We investigated how these readers signify local events, from the interaction with the newspaper. For this, we considerated the processes of journalism in digital networks and we study issues related to proximity and territoriality, as well as events, digital social networks and interaction. The methodology used was the analysis of sense construction in digital networks and interview. From our clipping, we identified that there are different types of interaction between readers and newspapers, categorized as affectation - argument, affectation - passion, helpfulness and sociability. Which the readers, based on characteristics of territorial proximity, find themselves in local and regional events.
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32

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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33

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 estas variables se encuentra plasmada la identidad de cada uno de los actores mencionados; por lo que, de esta manera, se determinará el perfil y cómo es la relación de los diversos actores que interactúan dentro de la comunidad virtual mencionada.
This research work consists of a discourse analysis of fan-fiction stories and how they build the identity of young people in virtual fan-fiction communities, also called fandoms. The analysis will be carried out based on two fanfics that were carried out on the Wattpad virtual platform. In relation to the discourse of fan-fiction stories, the theme, the narrative, and the characters within each story will be analyzed; as well as the role of each of the actors that participate in the community, be it the writer of the story or the reader. In these variables the identity of each one of the mentioned actors is reflected; So in this way, the profile will be determined and how is the relationship of the various actors that interact within the virtual community mentioned.
Trabajo de investigación
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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 Nätverket för engagerat ledarskap i Region Jönköpings län) med fokus på kommunikation och vad de beskriver för möjliga förbättringar, utifrån ett delaktighetsperspektiv. Samtliga 40 samtalsledare blev tillfrågade att medverka i undersökningen, varav sex (6) gjorde intresseanmälan. En av dem avbokade dagen innan och fem (5) genomförde gruppintervjun digitalt på mötesplattformen Zoom. Intervjun spelades in efter samtycke och varade 60 minuter. Materialet bearbetades först genom en förenklad induktiv tematisk analys, med stöd av en analysguide inspirerad av Braun och Clarke (2006). Därefter beskrevs analysresultatet utifrån ICF:s första nivå för att belysa resultatet ur ett delaktighetsperspektiv. Fyra teman framkom; digitala utmaningar, mellanmänskliga interaktioner, framtidens behov och ”kriterier” för framgångsrikt digitalt nätverkande. Ett stort problem vid de digitala nätverksträffarna har varit bristande eller fördröjd feedback. Ett annat problem har varit svårigheter med sammanhållningen och att skapa tillit i det digitala rummet. Examensarbetet har gett upphov till förbättringsförslag för ett framgångsrikt digitalt nätverkande ur ett delaktighetsperspektiv. Digitala nätverksträffar kan ses som ett alternativ eller komplement till fysiska träffar även i framtiden. Kanske kan vi framöver hitta det ”bästa receptet” för digitala nätverksträffar för en effektiv och jämlik hälso- och sjukvårdsorganisation?
During the spring of 2021, the organized learning network for managers, Network for Engaged Leadership in Region Jönköping County, has held digital meetings in applications provided by Cisco and Skype instead of having physical meetings due to the current societal restrictions. The report highlights interpersonal interaction between moderators and networking participants, and their adaptations to digital ways of working, in a time where digitalization in healthcare has been accelerated due to the COVID-19 pandemic. The purpose of the survey is to describe moderators' experiences with digital networking meetings (at the Network for Engaged Leadership in Region Jönköping County). The study focuses on communications and how improvements can be made to increase the participation and the engagement of the participants. All 40 moderators within the network were asked to participate in the survey, of which six (6) made expressions of interest. One of them canceled the day before and five (5) participated in the group interview digitally using the application Zoom. The interview was recorded with consent and lasted 60 minutes. The material was first processed through a simplified inductive thematic analysis, supported by a guide inspired by Braun and Clarke (2006). The results were then described, using the first level of the ICF, in terms of participation. Four themes were deduced: digital challenges, interpersonal interactions, future needs, and "criteria" for successful digital networking. The lack or delay of feedback has caused major issues at the meetings. Other difficulties have been the lack of affinity and trust within the group. This study has resulted in several proposals for improving digital networking by increasing accessibility. Digital networking meetings can be seen as an alternative or a complement to physical meetings. Perhaps we can find the "best recipe" for digital networking meetings for an effective and equal healthcare organization?

Examen i vårdadministration, YH-utbildning: 20 Yh-poäng.

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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 digitalt sällskapsspel där det sociala ligger i fokus.
Detta är en reflektionsdel till en digital medieproduktion.
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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, International Children’s Digital Library has been chosen as the most suitable Digital Library for the target user group.Through series of prototypes and workshops done with a selection of user group representatives, design decisions were made and tried out. The final outcome of these workshops is a prototype layer for International Children’s Digital Library that allows users to communicate and socialize with one another. As a further matter, the potential effects it could have were explained.
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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 har analyserats genom en tematisk analys. Resultatet visar att samtliga socialarbetare föredrar fysiska samtal framför digitala samtal. De upplever dock videosamtal som ett bra komplement till fysiska möten, exempelvis med människor som har social fobi eller i möten med andra aktörer som skola och hälso- och sjukvård. Socialarbetarna upplever den digitala tekniken som utmanande eftersom de inte har någon stor vana av att använda videosamtal. Intervjupersonerna upplever vinster när det gäller effektivitet då den digitala tekniken bland annat underlättar samtal med människor på annan ort.  Min slutsats är att socialarbetarna som har deltagit i intervjuerna ser ett värde i att fortsätta ha fysiska samtal eftersom dessa skapar en närhet till klienten som de anser är viktig, vilket de upplever är svårare vid videosamtal. Jag kan även konstatera att digitala metoder skapar nya flexibla möjligheter och ökar tillgängligheten för socialarbetarna att möta individer som inte vill eller kan träffas fysiskt.
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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 träningskunskaper och bakgrund. Studien resulterade i två olika kategorier a) motivation till dokumentationstjänst i digitalt nätverk och b) användarprofilering. Resultatet visar att det intressanta i ett sådant nätverk är träningsresultatet och utvecklingskurvan. Nätverkets medlemmar är både sändare och mottagare och för att få tillgång till andra personers resultat måste man vara beredd på att visa sina egna resultat. Samtliga testpersoner tycks vara villiga till att dela med sig av sina resultat i större eller mindre utsträckning. Att dela med sig träningsresultat är en sekundär prioritering, det väsentliga är det personliga dokumenterandet av träningsresultatet. För att nätverket skall fungera i längden bör en profil dessutom vara sanningsenlig och tillförlitlig, ha kommentarer som kan hjälpa andra att bestämma träningsövningar och hjälpa en själv att ha kontroll på träningspassen samt möjlighet till normerade resultat som gör det mindre personligt och jämförbart med andra utövare.
This study examines digital motivation and user profiling to construct a set of guidelines that motivates users to engage in physical exercise, in a way that also encourage them to share workout documentation, training results and give recommendations in a digital network. It also examines people's thoughts at sharing the personal training results to others. This investigation is done in relation to an assignment where the client is involved in the development of an upcoming service which offers online documentation of physical workouts, mainly towards CrossFit. The qualitative study involved a test group of eight people with varied training knowledge and background. The study resulted in two different categories: a) motivation for documentation services in a digital network, and b) user profiling in a digital network within a training context. The conclusion shows that the significant part of this service is the individuals exercise result, visualized by a development curve in a way that makes it possible to compare your progress to others. Members of the network are both transmitter and receiver, meaning that in order to gain access to other people's results, one must be prepared to show its own results. All participants were willing to share their results to some extent. For the network to operate in the long run, user profiles must be truthful and reliable. Being able to make comments may be helpful to determine the exercise efficiency and suitability for oneself, but also for viewers seeking inspiration and suggestions on exercises. A normalized presentation of results is suggested, making the results less personal and comparable with other practitioners.
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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 interpersonnelle. Cependant, ces règles sont altérées quand la conversation porte sur les produits et quand les consommateurs sont attachés à la marque. Cette recherche contribue à la littérature sur les interactions marques-consommateurs et à la littérature sur l’anthropomorphisme en montrant l’impact des pratiques conversationnelles des marques sur l’attitude des consommateurs
Brand-consumers interaction is an emerging topic in marketing research especially since the advent of social media. This research focuses on a little-studied type of interaction, brand conversation. Brand conversation is defined as a series of messages exchanged online and in public between several individuals, at least one of them being a brand representative. To study this phenomenon, we carry out two qualitative studies and three quantitative studies. Using face-work theory, we show that brands seem to be more human by following interpersonal communication rules. However, these rules are slightly altered in a marketing context, especially when the conversation is about products and when consumers are attached to the brand. This research contributes to the literature on brand-consumer interaction and to the literature on brand anthropomorphism by showing the impact of brand conversational practices on consumer attitudes
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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 kind of competencies the children display when they participate in these digital literacy events. Theoretically, and in the analysis of the material, the study is based on New literacy studies, in which literacy is approached as a social, cultural and situated practice. The empirical material consists of ethnographical fieldwork combined with video recordings of everyday digital literacy events of the children, as well as informal conversations and screen-shots of the online interaction of the children. The children’s participation in digital literacy events are analysed with a CA-inspired interaction analysis. The analysis focus on how the children organise their participation in the midst of face-to-face interaction and how they use writing, symbol and image based communication on the internet. In the analysis the children’s use of non-verbal resources and the body have also been taken into consideration. The study shows that the children in the two groups develop different forms of technical and social literacy competencies that draws on their experiences, hobbies and participation in local practices. Through their participation the children strengthen relationships and organize their peer cultures. Their digital literacy events also involve navigating on the internet, communication with friends via internet as well as critically evaluating information on the internet in interaction with their peers.
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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 social elements that form the foundation on which the Virtual Community rely on. Based on this, we give suggestions on how to consider social factors in the operation of a Virtual Community.
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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 mindre deprimerade och socialt isolerade, där sociala medier såsom Facebook kan bistå som ett viktigt verktyg att bevara och vårda sociala relationer. Denna studie belyser hur seniorers intention, attityd och tekniska kompetens kan påverka acceptans och användning av digital teknik och sociala medier, samt hur gränssnittsdesign kan underlätta äldres användning av digital teknik. Utifrån befintlig forskning, kvantitativ och kvalitativ undersökning formas möjliga designförslag över hur gränssnittsdesign kan påverka den sociala samhörigheten genom användning av Facebook. Designförslag utvärderas sedan för att se potential till att gynna och upprätthålla seniorers sociala samhörighet i ett digitaliserat samhälle. Resultat indikerar att presenterade designförslag kan skapa ökade förutsättningar till att Facebooks användargränssnitt kan gynna seniorers sociala samhörighet.
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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 Twitter kunna ha någon betydelse för Twitter-användarnas föreställningar om kön och sexualitet? I så fall, på vilket sätt?”. För att uppnå syftet genomförs netnografi och kritisk diskursanalys av inläggen på hashtagen #paradisehotelse. För att sedan analysera resultatet och besvara studiens frågeställningar, använder vi oss av teori om nya och sociala medier samt kultur- och genusteori. Det material vi utför den netnografiska analysen på kom att bli ungefär 2500 Twitter-inlägg. Materialet avgränsas dock inför den kritiska diskursanalysen. Resultaten visar att skribenterna på #paradisehotelse reproducerar köns- och heteronormer i en stor utsträckning, ofta implicit. Detta sker genom att de manliga Paradise Hotel-deltagarna ges ett större spelrum än de kvinnliga i sitt agerande, utseende och sexuella anspelning, utan att de uppfattas negativt. Köns- och heteronormer kan reproduceras i skribentens försök att själv passa in i dem samt att man förväntas uttrycka sig om givna saker och på ett givet sätt på hashtagen. De få skribenter som uttrycker kritik mot köns- och heteronormer gör detta enbart i relation till tydligt könsstereotypa händelser i Paradise Hotel. Meningsreproduktionen på hashtagen skulle kunna ha en betydelse för föreställningarna hos de Twitter-användare som är passiva i sin mediekonsumtion, vilket resultaten tyder på då majoriteten av skribenterna accepterar och återger, utan reflektion, det normativa innehållet i Paradise Hotel. Konsekvenserna kan vara skeva värderingar kring vad som är “rätt” och normalt kring kön och sexualitet, vilket är normer som skribenterna själva strävar efter att passa in i för att uppfattas normala.
Aim: This research aims to investigate how gender and sexuality discourses are expressed in social media, in connection with how gender and sexualities are presented in tv, and what reasons that could be behind it. The aim is also to research if and how the messages on social media could affect the Twitter users’ ideas of gender and sexuality. The research questions are: “Are gender norms and heteronormativity reproduced on the Twitter hashtag #paradisehotelse? If so, how and what could the reason/s be?” and “Could the interaction with the tv-show Paradise Hotel through Twitter affect the Twitter users’ ideas of gender and sexuality? If so, how?”. Method/Material: The methods that are used in order to achieve the purposes of this study, are netnography and critical discourse analysis. The material consists of approximately 2500 tweets that are produced on #paradisehotelse. To analyse the results and answer the research questions, theories about new and social media, gender and culture are applied to the study. Main results: Gender norms and heteronormativity are reproduced to a large extent on the hashtag, often implicitly. This happens by the Twitter users accepting and celebrating the male Paradise Hotel participators’ manners, sexuality and looks, whereas the females mostly are criticized for these aspects. The reasons behind the reproduction of norms of gender and heterosexuality on the hashtag could be that the writers are trying to represent themselves as normal by pointing out when someone else is diverging from the norms, or that one is expected to express in a certain way and about certain things on the hashtag. The few writers that question the norms only do so in relation to extreme incidents of Paradise Hotel that are obviously characterized by gender and heterosexuality norms. The tweets could affect the ideas of gender and sexuality of the Twitter users that are passive in their media consumption, which the results tell us that most of them are, based on their reproduction of the normative content of Paradise Hotel. The consequences could be narrow perspectives about gender and sexualities – what is considered “right” and normal – which are the norms that the writers themselves are striving to fit into to represent themselves as normal.
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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 of digitalisation, in the form of the digital meeting, in the interaction and meeting between social welfare secretaries and clients in economic aid, viewed from the social welfare secretaries’ perspective.The empirical material has been collected through qualitative interviews with eight social welfare secretaries active within economic aid. With the intention of analyzing the empirical data a theoretical framework has been used, consisting of Goffman's theory of social interaction and new institutional organization theory.The result indicates that there are difficulties in establishing new, but also maintaining existing, relationships with clients when meetings become digital. The interaction between the parties is affected when the physical meeting is absent, especially if the parties cannot see each other. Apart from digital maturity, the digital meeting does not seem to require any other proficiency. The social welfare secretaries continue to describe that the proficiencies they already possess such as sensitivity, compassion and professionalism become more difficult to maintain in digital meetings. At the same time, the results show that digital meetings also have positive effects. It is mainly emphasized that digital meetings are more efficient and accessible than physical meetings. Furthermore, the impact and significance of the digital meeting is also affected by the client’s different conditions.
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Persson, Jessica. "Barns sociala samspel vid användning av digitalteknik i förskolan." Thesis, Karlstads universitet, Fakulteten för teknik- och naturvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-9280.

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The use of digital technology in preschool has been a question about if it will be used. By the new curriculum for preschool, it now is a question about how it will be used. My experience shows that many pedagogues are still afraid that the children will miss the interaction whit other children when they are using digital technology. The aim of the study is to see if it is social for the children to use digital technology in preschool. This study is made by inquiry, qualitative interviews and observations. My result shows that children are social active with each other while using digital technology. Turn taking and time determines who will play and what the conditions are. The thesis concludes that children perform social interaction when using digital technology. The study also shows that the children see advantages by working together on the computers, smartboards or tablets. What the children mainly stress as positive is enhanced knowledge and learning while collaborating. The children also make different characters while using digital technology. The children occupy characters like leader, participator, spectator and mediator.
Användningen av digitalteknik är genom den nya läroplanen inte längre en fråga om det ska användas, utan hur och vad det genererar. Min erfarenhet säger att många pedagoger blir oroliga för att barnen inte får det sociala samspel med andra barn när de använder digitalteknik, som de annars får genom annan lek eller aktivitet på förskolan. Syftet med arbetet är att undersöka om digitalteknik är en social sysselsättning för barnen i förskolan. Undersökningen är gjord med hjälp av enkäter, kvalitativa intervjuer och observationer. Resultatet undersökningen visar att barn utför mycket stort socialt samspel när de använder digitalteknik. De använder sig av turtagning och tid för att avgöra vem som spelar och på vilka villkor. Undersökningen har också visat att barnen själva ser fördelar med att vara flera vid de digitala verktygen. Det de främst framhåller som positivt är ökad kunskap och lärande, då de samarbetar. Barnen intar olika roller då de använder digitalteknik. Resultatet visar att barnen intar roller som ledare, deltagare och medlare.
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47

Topper, Christin. "Parental Perception of Mobile Device Usage in Children and Social Competency." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/3961.

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Parents in the 21st century are concerned with the ubiquity of mobile devices and their effects on the progression of social development. A review of the literature indicated that although digital interaction has become more prominent, limited empirical data existed on whether children who spend more time interacting in the digital realm would develop the necessary competency to handle social situations in real-life settings. Using social constructivist theory and the Schramm model of communication as the theoretical foundations, the present study examined the relationship between mobile device usage and the level of social competency in young children as perceived by their parents, in relation to parental monitoring. A total of 401 parents of children age 5 to 12 years who have their own personal mobile devices completed the online questionnaires. Pearson correlation and linear regression showed that parental report of children's social competency was positively correlated to parental perception of mobile device usage and parental monitoring. Parental monitoring was also found to be a statistically significant moderator of the relationship between parental perception of mobile device usage and parental report of children's social competency. Positive social change of this study may include alleviating the misconception that digital interaction impeded social development, promoting parental role in raising socially competent children in the digital age, and advocating for a more collaborative parental monitoring strategy.
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48

Öberg, Daniel, and Mathilda Axdorph. "Ställa in eller ställa om? : En användarstudie på digitaliseringen av studentmässor." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44411.

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Studentmässor fyller en viktig funktion i samhället genom att vägleda besökarna inför gymnasieoch högskole/universitetsval. Denna medietekniska studie undersöker besökande användaresbehov och upplevelser av två digitala studentmässor: Saco’s studentmässa och Gymnasiemässan.Genom datainsamling från observationer, användarstudier och intervjuer ger denna uppsats intebara en insyn i hur användarnas upplever de digitala studentmässorna, utan även svar på vad sombehövs i övergången från en fysisk studentmässa till en digital och hur tjänsten kan uppfylla dekrav och behov som användarna har. Datainsamlingen har med hjälp av två analysmetoderanalyserats för att identifiera och tydliggöra vilka eventuella användarproblem som tjänsterna haroch hur dessa kan åtgärdas för att förbättra de digitala mässornas användarupplevelse ochanvändbarhet. Studien visar att de digitala studentmässorna till viss del tillfredsställeranvändarens behov när det kommer till informationssökande men andra viktiga aspekter somanvändaren förväntar sig på en mässa uppfylls inte, däribland de känslor som socialainteraktioner kan bidra med. Sammanfattningsvis så indikerar studien på att digitala mässor är ettbra komplement för studentmässor men det krävs mer för att kunna bli ett substitut.
Student fairs fulfills an important function in society because they help guide visitors to maketheir high school and higher education choices. This media technology study examines visitingusers' needs and experiences of two digital student fairs: Saco’s student fair andGymnasiemässan. Through data collection from observations, user studies and interviews, thispaper provides not only an insight into how users experience the digital student fairs, but alsoanswers to what is needed in the transition from a physical student fair to a digital one and howthe service can meet the requirements and user needs. The data collection has been analyzed withthe help of two analysis methods to identify and clarify what possible user problems that serviceshave and how these can be treated in order to use the digital fairs' user experience and usability.The study shows that the digital student fairs to some extent satisfy the user's needs of collectinginformation, but other important aspects that the user expects at a fair do not follow up, includingthe emotions that social interactions can contribute. In summary, the study indicates that digitalfairs are a good complement to student fairs, but more is needed to be able to become asubstitute.
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49

Bezerra, Ellen Lacerda Carvalho. "PrÃticas de escrita de alunos do Curso de Letras da UFC em interaÃÃo on-line nos contextos do meio digital." Universidade Federal do CearÃ, 2016. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=18076.

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nÃo hÃ
O estudo analisou como ocorrem as diferentes prÃticas de escrita de alunos do Curso de Letras da Universidade Federal do Cearà (UFC) em interaÃÃo on-line nos contextos da disciplina de LPTA. A pesquisa tem abordagem etnogrÃfica, por meio da observaÃÃo participante, seguindo a rotina, o cronograma de estudo, as atividades diÃrias desses alunos, observando os diferentes contextos, o que fundamentaram as anÃlises a partir de um semestre letivo de observaÃÃes e compartilhamento de experiÃncias, em que realizei a descriÃÃo do contexto e das representaÃÃes dos sujeitos envolvidos na pesquisa e das suas prÃticas de escrita. A coleta de dados teve cinco momentos: a) observaÃÃo dos alunos do Curso de Letras/UFC em situaÃÃes diversas da sua vida acadÃmica no curso universitÃrio (sala de aula, laboratÃrios, cantina); b) acompanhamento desses alunos no desenvolvimento das aulas da disciplina de Leitura e ProduÃÃo de Textos AcadÃmicos (LPTA) (semestre 2015.1); c) anÃlise da elaboraÃÃo do projeto de pesquisa na interface Google Drive dos alunos da disciplina de LPTA; d) observaÃÃo dos escritos dos alunos integrantes da disciplina de LPTA nas diversas situaÃÃes, usos e direÃÃes aos interlocutores na rede social Facebook; e) conversas e integraÃÃo de saberes entre quatro estudantes dessa disciplina com a constituiÃÃo dos grupos focais. Para as anÃlises, norteiam as fundamentaÃÃes teÃricas de Goffman (2003, 2009, 2012, 2015) Nunes (2007) e Vygotsky (2007), que discutem acerca das interaÃÃes sociais e comportamento. Os dados empÃricos permitiram-me fundamentar trÃs categorias que norteiam esta pesquisa. Na primeira, InteraÃÃes formais versus informais, foram evidenciadas diferentes interaÃÃes entre os alunos do Curso de Letras, que ocorreram de maneira colaborativa, ora formal, ora informal, no meio digital. A segunda, RelaÃÃes de hierarquia na escrita acadÃmica, fundamentou que os diÃlogos sÃo decorrentes de preceitos formais e informais pelas interaÃÃes sociais mediadas por interaÃÃes entre os interlocutores. Na terceira, A escrita e o contexto comunicacional, ficou evidente que a construÃÃo de escrita no meio digital advÃm da diferenciaÃÃo de construÃÃo escrita que deve ser apresentada em dado momento da comunicaÃÃo on-line. Desse modo, a investigaÃÃo conclui que as interaÃÃes sociais mediam os processos de escrita e que hà hierarquias de valoraÃÃo desses processos no meio digital no contexto institucional acadÃmico. Nessa perspectiva, no Curso de Letras, permeiam valores e referÃncias nas prÃticas de escrita, de uma escrita formal, institucionalizada pela academia, que estabelece uma hierarquia de valores em determinadas produÃÃes desses estudantes.
The study analyzed how the different writing practices from Literature Course / Federal University of Cearà students in online interaction occurred in contexts of Reading and Academic Production Texts (RAPT). This research has as an ethnographic approach, through participant observation, following the routine, the schedule, the daily activities of these students, observing the different contexts, that underlie the analysis from a semester of observations and sharing experiences in which I described the context from the representations of the ones involved in the research and their writing practices. Data collection has had five moments: a) observation of Literature Course / Federal University of Cearà students in various situations of their academic life at the university (classroom, laboratory, canteen ); b) accompaniment of the students in the development of the classes of Reading and Academic Production Texts (RAPT) (semester 2015.1 ); c) analysis of the development of the research project on Google Drive tool for the students of RAPT discipline; d) observation of the writings of members of RAPT discipline in different situations, uses and directions to interlocutors on Facebook social network; e) conversations and integration of knowledge between four students of this discipline with the formation of focus groups. For the analyzes, I guided myself in theoretical foundations of Goffman (2003, 2009, 2012, 2015) Nunes (2007) and Vygotsky (2007). They all discuss about the interactions and behavior. The empirical data allowed me to support the study of categories that guide this research. At first, Collaborative interactions: formal versus informal, different interactions between the Literature Course students could be seen, which occurred collaboratively, sometimes formal, sometimes informal, in the digital environment. The second, hierarchy relations in academic writing, it is justified that the dialogic writing is derived from formal and informal principles in social interactions mediated by power relations between the interlocutors. In the third, the writing and the communication context, it became apparent that the construction of writing in digital media comes from writing building differentiation to be presented at a given time of online communication. Thus, this research allowed me to consider how social interactions mediate the writing process and that there are valuation hierarchies of these processes in the digital environment in the academic institutional context. In this perspective, at Literature Course, it permeates values and references in the writing practices of a formal writing, institutionalized by the academy, establishing a hierarchy of values in certain productions of these students.
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50

Scarano, Davidson. "Uma análise das redes sociais digitais: a interação do mundo real e virtual." Pontifícia Universidade Católica de São Paulo, 2011. https://tede2.pucsp.br/handle/handle/18090.

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Made available in DSpace on 2016-04-29T14:23:04Z (GMT). No. of bitstreams: 1 Davidson Scarano.pdf: 2483710 bytes, checksum: 9f4b87686156c19988c9eb7b5df91c0e (MD5) Previous issue date: 2011-11-19
It made a presentation of virtual social networks as social software. We used the qualitative methodology literature related to the issue of giving theoretical support for the analysis of sites for such, we used the authors Pierre Levy, Don Tapscott, Henry Jankins and Erik Qualman. I analyze Facebook, YouTube and Twitter because each network has a feature that makes it unique. The three chosen are: Facebook (one of the largest social networks today). YouTube (social networking to post videos). Twitter (the microblogging social network for rapid dissemination of information). The forms of analysis are exploratory in the context of the site. Shows the effect of these social networks in the real world and its influence in politics, success stories like Barack Obama in the United States of America, the national mobilization against the FARC in Colombia, the revolution of the Arab world and Islam's successes in Brazil, Plinio de Arruda and Silva in the presidential elections of 2010. After the effect of these social networks on television stations showing Survivour the case in the U.S. and in Brazil, two cases that influenced the Globo network. In addition, trends and interactions between businesses developed by broadcasters and social networks. By analyzing the community 4chan, I see how the community started a joke / b / has become one of the two largest groups in the world Hackerativismo. I conclude this work by analyzing how social networks are, in fact, increasingly used to support actions in the real world thanks to the collective rapid deployment
É feita uma apresentação das redes sociais virtuais como softwares sociais. Foi utilizada a metodologia qualitativa relacionada à questão da bibliografia que dá suporte teórico para análise dos sites, para tal, foram utilizados os autores Pierre Lévy, Don Tapscott, Henry Jankins e Erik Qualman. Analiso o Facebook, o YouTube e o Twitter pois cada rede tem uma característica que a torna única. As três escolhidas são: Facebook (uma das maiores redes sociais da atualidade). YouTube (rede social para divulgação de vídeos). Twitter (rede social de microblog com rápido poder de disseminação da informação). As formas de análises são de cunho exploratório no contexto do site. Mostra-se o efeito destas redes sociais no mundo real e a sua influência na política, com casos de sucesso como Barack Obama nos Estados Unidos da América; a mobilização nacional contra a FARC na Colômbia; a revolução dos países Árabes no mundo Islã e os sucessos, no Brasil, de Plínio de Arruda e Marina Silva nas eleições presidenciais de 2010. Depois o efeito destas redes sociais nas emissoras de televisão mostrando o caso de Survivour nos EUA e, no Brasil, dois casos que influenciaram a rede Globo. Além, das tendências e interações entre os negócios desenvolvidos pelas emissoras e as redes sociais. Ao analisar a comunidade do 4chan, percebo como uma brincadeira iniciada na comunidade /b/ se tornou um dois dos maiores grupos de Hackerativismo no mundo. Concluo o trabalho analisando como as redes sociais, são de fato, cada vez mais utilizadas para apoiar ações do mundo real graças à rápida mobilização coletiva
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