Academic literature on the topic 'Social interaction tools'

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Journal articles on the topic "Social interaction tools"

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Blinnikova, Olga N., Alexander R. Pachin, and Nina I. Nesterova. "Digital tools of social interaction." Человек. Общество. Наука 2, no. 2 (2021): 31–35. http://dx.doi.org/10.53015/2686-8172_2021_2_2_31.

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Gauvain, Mary. "Cultural Tools, Social Interaction and the Development of Thinking." Human Development 44, no. 2-3 (2001): 126–43. http://dx.doi.org/10.1159/000057052.

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Quong, Jennifer, Sharla L. Snider, and Jody Early. "Reducing Transactional Distance in Online and Blended Courses Through the Use of a Closed Social Media Platform." Journal of Educational Technology Systems 47, no. 1 (April 8, 2018): 79–100. http://dx.doi.org/10.1177/0047239518766654.

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The purpose of this study was to evaluate the effectiveness of a closed social media platform as an online tool to facilitate interactions among students and faculty participating in online and hybrid courses at a public university in North Texas ( n = 330). Survey methods were used to measure undergraduate and graduate students’ perceptions of the platform. Variables included demographic information as well as perceptions of a social media platform, Ning’s 13 tools of interaction. Descriptive as well as regression and factor analyses were used to analyze relationships and group differences among the variables. Qualitative measures explored participants’ perceptions of the social media platform and how platform organization, participant autonomy, and dialogue influence participant interactions and dialogue. The results provide evidence to support the use of closed social networks as tools to enhance students’ engagement, interaction, and social presence as well as to reduce transactional distance in online and blended learning environments.
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Leong, Victoria, and Leonhard Schilbach. "The promise of two-person neuroscience for developmental psychiatry: using interaction-based sociometrics to identify disorders of social interaction." British Journal of Psychiatry 215, no. 5 (April 24, 2019): 636–38. http://dx.doi.org/10.1192/bjp.2019.73.

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SummarySocial interactions are fundamental for human development, and disordered social interactions are pervasive in many psychiatric disorders. Recent advances in ‘two-person neuroscience’ have provided new tools for characterising social interactions. Accordingly, interaction-based ‘sociometrics’ hold great promise for developmental psychology and psychiatry, particularly in the early identification of social disorders.Declaration of interestNone.
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Alenina, Elena Eduardovna, Sergey Vladimirovich Bolotnikov, Lyubov Viktorovna Borodacheva, Viktoriya Leonidovna Grankina, Dmitri Vladimirovich Redin, and Vitaly Lvovich Senderov. "Management tools in modern distributed social communities." LAPLAGE EM REVISTA 7, Extra-C (June 19, 2021): 48–56. http://dx.doi.org/10.24115/s2446-622020217extra-c983p.48-56.

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The article is devoted to the consideration and generalization of modern management capabilities and tools of distributed social communities formed based on online resources (social networks) to achieve the set socio-economic management goals. The authors conducted a problem analysis of the identified opportunities for managing specialized social thematic resources in the implementation of joint projects, the formation of social groups based on interests and hobbies, and the promotion of brands and products. The authors identify software tools for managing social network media resources. These tools allow collecting data on consumer interaction (b2c), monitoring thematic information, and attracting a new target audience.
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Kuznetsova, Yuliia A. "Virtualization of society: “Cyberprosthetics” of social interaction." Vestnik of Saint Petersburg University. Sociology 14, no. 4 (2021): 344–59. http://dx.doi.org/10.21638/spbu12.2021.404.

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The problem of virtualization of institutional forms of social interaction is not new, but it continues to remain relevant today in the context of the emergence of new information and digital tools. Social changes caused by social virtualization are manifested in the main spheres of life of a representative of the information society of the 21st century: in economics, politics, science, and culture. Information flow, digital technologies, and network “cobwebs” are embedded in the “core” of social interaction, forming a “cyber-skeleton” inside it, which, replacing real objects and actions with images, modifies the model of social relationships. The author conducts a theoretical study, during which the concept of social virtualization is clarified in the context of new social realities, some approaches to understanding the virtualization of society are considered and systematized, and the key characteristics of virtual reality are revised. Through the combined consideration of the theories of social virtualization by D.V.Ivanov and social interaction by P.A. Sorokin, conclusions are drawn about how social virtualization affects the institutional forms of interaction: namely, how the structure of social interaction is modified in the context of virtual space. Sorokin’s model of social action “subject — actor — conductor” is being transformed, and the “conductor” link is giving way to “cyber-channel,” which is presented as a tool for organizing spatial communication through new information and digital technologies (for example, social networks). Since virtualization as a global social process primarily consists of the local transformation of individual forms of social interactions, the article provides a number of author’s examples of “cyberprosthetic”, gradually transformed individual segments of public life by means of transition to virtual space, forms of everyday practices of representatives of the modern information society — virtual shop, virtual cemetery, virtual love.
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Vartiainen, Elina. "Improving the User Experience of a Mobile Photo Gallery by Supporting Social Interaction." International Journal of Mobile Human Computer Interaction 1, no. 4 (October 2009): 42–57. http://dx.doi.org/10.4018/jmhci.2009062604.

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Today, image gallery applications on mobile devices tend to be stand-alone and offline. For people who want to share photos with others, many add-on tools have been developed to connect the gallery applications to Internet services to enable photo-sharing. The authors argue that photo-centric social interaction is best supported when the gallery application is fully integrated with an Internet service. In this case, no additional tools are needed and the user’s image content is fully synchronized with the service. They designed and implemented a service-integrated mobile gallery application with a corresponding Internet service. Moreover, they conducted a field study with 10 participants to compare our application with a state-of-the-art gallery application combined with an add-on photo-sharing tool. Their application was preferred by most participants and it was especially appreciated because of the user experience. Above all, the results show that social activity increased amongst the participants while using our application.
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Jelassi, Mariem, Kayode Oshinubi, Mustapha Rachdi, and Jacques Demongeot. "Epidemic dynamics on social interaction networks." AIMS Bioengineering 9, no. 4 (2022): 348–61. http://dx.doi.org/10.3934/bioeng.2022025.

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<abstract> <p>The present paper aims to apply the mathematical ideas of the contagion networks in a discrete dynamic context to the modeling of two current pandemics, i.e., COVID-19 and obesity, that are identified as major risks by the World Health Organization. After providing a reminder of the main tools necessary to model epidemic propagation in a Boolean framework (Hopfield-type propagation equation, notion of centrality, existence of stationary states), we present two applications derived from the observation of real data and involving mathematical models for their interpretation. After a discussion of the obtained results of model simulations, multidisciplinary work perspectives (both on mathematical and biomedical sides) are proposed in order to increase the efficiency of the models currently used and improve both the comprehension of the contagion mechanism and the prediction of the dynamic behaviors of the pandemics' present and future states.</p> </abstract>
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Saleh, Mahomed. "Social media in everyday practice." InnovAiT: Education and inspiration for general practice 7, no. 10 (August 28, 2014): 624–28. http://dx.doi.org/10.1177/1755738014545899.

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Social media is used on a daily basis by doctors and the patients whom they serve. Although providing a number of distinct advantages and novel tools for clinical interaction, education and professional development, social media also has a number of important pitfalls, of which doctors need to be aware. This article discusses issues related to the use of social media by doctors and highlights key guidance as well as best-practice advice with regards this developing area of the GP’s tool kit.
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KIM, SOO YONG, CHUNG HYUN PARK, and KYUNGSIK KIM. "COLLECTIVE POLITICAL OPINION FORMATION IN NONLINEAR SOCIAL INTERACTION." International Journal of Modern Physics C 18, no. 09 (September 2007): 1429–34. http://dx.doi.org/10.1142/s0129183107011431.

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We have presented a numerical model of a collective opinion formation procedure to explain political phenomena such as two-party and multi-party systems in politics, political unrest, military coup d'etats and netizen revolutions. Nonlinear interaction with binary and independent decision making processes can yield various collective behaviors or collective political opinions. Statistical physics and nonlinear dynamics may provide useful tools to study various socio-political dynamics.
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Dissertations / Theses on the topic "Social interaction tools"

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Miller, Andrew D. "Social tools for everyday adolescent health." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52238.

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In order to support people's everyday health and wellness goals, health practitioners and organizations are embracing a more holistic approach to medicine---supporting patients both as individuals and members of their families and communities, and meeting people where they are: at home, work, and school. This 'everyday' approach to health has been enabled by new technologies, both dedicated-devices and services designed specifically for health sensing and feedback -- and multipurpose --such as smartphones and broadband-connected computers. Our physical relationship with computing has also become more intimate, and personal health devices can now track and report an unprecedented amount of information about our bodies, following their users around to an extent no doctor, coach or dietitian ever could. But we still have much to learn about how pervasive health devices can actually help promote the adoption of new health practices in daily life. Once they're `in the wild,' such devices interact with their users, but also the physical, social and political worlds in which those users live. These external factors---such as the walkablity of a person's neighborhood or the social acceptability of exercise and fitness activities---play a significant role in people's ability to change their health behaviors and sustain that change. Specifically, social theories of behavior change suggest that peer support may be critical in changing health attitudes and behaviors. These theories---Social Support Theory, Social Cognitive Theory and Social Comparison Theory among them---offer both larger frameworks for understanding the social influences of health behavior change and specific mechanisms by which that behavior change could be supported through interpersonal interaction. However, we are only beginning to understand the role that pervasive health technologies can play in supporting and mediating social interaction to motivate people's exploration and adoption of healthy behaviors. In this dissertation I seek to better understand how social computing technologies can help people help each other live healthier lives. I ground my research in a participant-led investigation of a specific population and condition: adolescents and obesity prevention. I want to understand how social behavior change theories from psychology and sociology apply to pervasive social health technology. Which mechanisms work and why? How does introducing a pervasive social health system into a community affect individuals' behaviors and attitudes towards their health? Finally, I want to contribute back to those theories, testing their effectiveness in novel technologically mediated situations. Adolescent obesity is a particularly salient domain in which to study these issues. In the last 30 years, adolescent obesity rates in the US alone have tripled, and although they have leveled off in recent years they remain elevated compared to historical norms. Habits formed during adolescence can have lifelong effects, and health promotion research shows that even the simple act of walking more each day has lasting benefits. Everyday health and fitness research in HCI has generally focused on social comparison and "gamified" competition. This is especially true in studies focused on adolescents and teens. However, both theory from social psychology and evidence from the health promotion community suggest that these direct egocentric models of behavior change may be limited in scope: they may only work for certain kinds of people, and their effects may be short-lived once the competitive framework is removed. I see an opportunity for a different approach: social tools for everyday adolescent health. These systems, embedded in existing school and community practices, can leverage scalable, non-competitive social interaction to catalyze positive perceptions of physical activity and social support for fitness, while remaining grounded in the local environment. Over the last several years I have completed a series of field engagements with middle school students in the Atlanta area. I have focused on students in a majority-minority low-income community in the Atlanta metropolitan area facing above-average adult obesity levels, and I have involved the students as informants throughout the design process. In this dissertation, I report findings based on a series of participatory design-based formative explorations; the iterative design of a pedometer-based pervasive health system to test these theories in practice; and the deployment of this system---StepStream---in three configurations: a prototype deployment, a `self-tracking' deployment, and a `social' deployment. In this dissertation, I test the following thesis: A school-based social fitness approach to everyday adolescent health can positively influence offline health behaviors in real-world settings. Furthermore, a noncompetitive social fitness system can perform comparably in attitude and behavior change to more competitive or direct-comparison systems, especially for those most in need of behavior change}. I make the following contributions: (1) The identification of tensions and priorities for the design of everyday health systems for adolescents; (2) A design overview of StepStream, a social tool for everyday adolescent health; (3) A description of StepStream's deployment from a socio-technical perspective, describing the intervention as a school-based pervasive computing system; (4) An empirical study of a noncompetitive awareness system for physical activity; (5) A comparison of this system in two configurations in two different middle schools; (6) An analysis of observational learning and collective efficacy in a pervasive health system.
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Campano, Erik. "Online Shaming : Ethical Tools for Human-Computer Interaction Designers." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172899.

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A set of tools – concepts, guidelines, and engineering solutions – are proposed to help human-computer interaction designers build systems that are ethical with regards to online shaming. Online shaming’s ethics are unsolved in the literature, and the phenomenon can have devastating consequences, as well as serve social justice. Kantian ethics, as interpreted by Christine Korsgaard, provide our analytical methodology. Her meta-ethics invokes Wittgenstein’s private language argument, which also models relevant concepts in human-computer interaction theory. Empirical studies and other ethicists’ views on online shaming are presented. Korsgaard’s Kantian methodology is used to evaluate the other ethicists’ views’ moral acceptability, and guidelines are drawn from that analysis. These guidelines permit shaming, with strong constraints. Technical engineering solutions to ethical problems in online shaming are discussed. All these results are situated in the public dialogue on online shaming, and future research from other ethical traditions is suggested.
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Engfeldt, Aurora. "The Power of Talk : Creating Space for Social Interaction to Build Stress-Resilience." Thesis, Umeå universitet, Arkitekthögskolan vid Umeå universitet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-171718.

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Mental health issues are an increasing public health problem in Sweden and the most common reason for sick leave. As many preventive measures take a reactive approach, this thesis argues for more preventive work done at an earlier stage. Even though young adults and students feel more stress than other groups, there is a lack of preventive measures for this group. To build stress-resilience in society long term, thus minimizing sick leave, this thesis suggest an enhanced focus on stress prevention for young adults and students. Umeå, with its young population, being the context. By focusing on how architecture can facilitate early stress prevention through social interaction, the thesis’ purpose is to investigate what further aspects and spatial tools could be relevant for preventing negative stress.    Combined with desk-based research, the investigative method has been the architect’s tool of talk, socially interacting with context relevant users and actors. The process included: 1) mapping of a student association, 2) informal group interviews through podcast sessions, set in different spatial contexts, 3) raising and discussing issue with a potential actor and 4) experiencing an existing preventive measure in context. During these moments, spatial aspects relevant for preventing negative stress were collected.   Complementing social interaction, the most commonly discussed aspects, with previous studies of being stress preventive, were knowledge and nature. Having established these three main themes, facilitating architectural tools could be identified.    The findings from the explorative method results in an architectural proposal including a city scale concept and a permanent building program. The city scale concept suggest a permanent-mobile building relationship for flexibility in reach and continued spatial investigations around the city enabling for further improvements. The building program suggests different levels of social interaction integrated by the stress relieving architectural tools.   This thesis finds that by integrating spatial tools facilitating social interaction, knowledge and nature, it is possible to create spatial conditions for early preventing negative stress. The thesis also provides a potential strategy for finding spatial tools answering to an issue in society.   As younger generations are more immersed in digital space, this thesis suggests future studies on the relationship between digital and physical space in relation to social interaction.
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Constantin, Aurora. "Supporting practitioners in social story interventions : the ISISS Authoring Tool." Thesis, University of Edinburgh, 2015. http://hdl.handle.net/1842/14193.

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Children with Autism Spectrum Conditions (ASC) have difficulties in learning social and communication skills. This leads to impairments in social interaction, including lack of understanding others’ intentions, emotions, and mental states, and impairments in communication both verbal and nonverbal. One of the most widely used interventions that addresses social and communication skills is the “social story”. A social story aims to support children with ASC in coping with their own behaviour. Practitioners use social stories to present specific scenarios and to help children understand how they should respond. However, the development of social stories is time consuming, and teachers comment that it is difficult to share them as a resource for others or to customise them to individual children, using their current tools. This thesis explores how a social story authoring tool can be designed, developed and evaluated. The final aim is to better support practitioners in writing, using and assessing social stories for children with ASC compared with their current approaches. A series of studies with practitioners and researchers was carried out to inform the design of a social story authoring tool and to evaluate it. A framework for social stories was built with the purpose of informing the design. Based on this framework, a prototype was iteratively designed and developed. The final prototype (ISISSImproving Social Interaction through Social Stories) was evaluated with practitioners with experience in social story interventions. The evaluation showed that ISISS is perceived by practitioners to be a considerable improvement over their current approaches. The methodology employed in this research combines Action Research, User-Centred Design and Participatory Design. Practitioners and researchers were empowered with different roles at different research stages in order to maximise their contributions to the development process.
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Moore, Christopher R. "PRODUCTION, EXCHANGE AND SOCIAL INTERACTION IN THE GREEN RIVER REGION OF WESTERN KENTUCKY: A MULTISCALAR APPROACH TO THE ANALYSIS OF TWO SHELL MIDDEN SITES." UKnowledge, 2011. http://uknowledge.uky.edu/gradschool_diss/130.

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The Green River region of western Kentucky has been a focus of Archaic period research since 1915. Currently, the region is playing an important role in discussions of Archaic hunter-gatherer cultural complexity. Unfortunately, many of the larger Green River sites contain several archaeological components ranging from the Early to Late Archaic periods. Understanding culture change requires that these multiple components somehow be sorted and addressed individually. Detailed re-analyses of Works Progress Administration (WPA) era artifact collections from two archaeological sites in the Green River region – the Baker (15Mu12) and Chiggerville (15Oh1) shell middens – indicate that these sites are relatively isolated Middle and Late Archaic components, respectively. The relatively unmixed character of Baker and Chiggerville makes these sites excellent candidates for evaluating aspects of complexity during the Archaic. After developing a theoretical basis for evaluating the relative complexity of the social organization of the Baker and Chiggerville site inhabitants on the basis of the material record they left behind, I employ detailed analyses of the bone, antler, and stone tools from these two sites to examine six microscalar aspects of complexity – technological organization, subsistence, specialization, leadership, communication networks, and exchange. These microscalar aspects of complexity all can be linked materially to the archaeological record of the Green River region and can be evaluated as proxies for changes in social organization among the hunter-gatherers who inhabited this region during the Middle and Late Archaic periods. Although the Baker assemblage indicated greater complexity in communication networks and certain proxies for leadership and technological organization, most indicators suggest that the Chiggerville site inhabitants were the more complexly organized group and were in the process of developing a tribal-like social formation. This research, therefore, tentatively supports the hypothesis of increasing complexity through time during the Archaic. However, marked differences in the technological strategies utilized by the Baker and Chiggerville site inhabitants indicates these groups may not have been historically related, thereby violating one of the primary assumptions of the project. If this alternative hypothesis is confirmed through additional research, then no conclusions concerning change through time can be derived from this study.
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Mora, Guiard Joan. "Full-body interaction and autism : design, development and evaluation of experiences as tools for intervention on motivation and social initiation for ASD children." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/395173.

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This thesis focuses on the design, development and evaluation of a series of full-body interaction experiences as tools for intervention on motivation and social initiation for children with Autism. Autism Spectrum Disorders are characterized by challenges in social communication. Thus, it is necessary to provide support tools for motivating the learning and use of social behaviors. We developed three systems to explore the characteristics and limitations of the full-body interaction medium for the development of such tools. This thesis analyzes the characteristics of full-body interaction technologies by focusing on different physical settings, and different interaction design approaches. We have focused our research on motivation, through promoting engagement and exploration attitudes, and social behaviors, by fostering social initiation and collaboration in multi-user environments. This thesis is a first step to design full-body interaction systems for promoting motivation and social behaviors.
Aquesta tesis es focalitza en el disseny, desenvolupament i avaluació d'una sèrie d'experiències d'interacció a cos sencer com a eines d'intervenció en motivació i inicialització social en nens amb Autisme. El Trastorn de l'Espectre Autista es caracteritza per dificultats en la socialització i comunicació. Per tant, és necessari de proveir eines de suport per a motivar l'aprenentatge i ús de conductes socials. Hem desenvolupat tres sistemes per a explorar les característiques i limitacions dels mitjans d'interacció a cos sencer per al desenvolupament d'aquestes eines. Aquesta tesis analitza les característiques de les tecnologies d'interacció a cos sencer a través de focalitzar-se en diferents configuracions físiques, i diferents aproximacions de disseny d'interacció. Hem focalitzat la nostra investigació en la motivació, a través del compromís i actituds exploradores, i actituds socials, a través d'encoratjar la iniciació social i la col·laboració en entorns multi usuari. Aquesta tesis és un primer pas en el disseny de sistemes d'interacció a cos sencer per a promoure la motivació i conductes socials.
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Claassen, Hester. "Interactive tools supporting agriculture in the wine industry." Thesis, Cape Peninsula University of Technology, 2012. http://hdl.handle.net/20.500.11838/1310.

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Thesis (MTech(Design))--Cape Peninsula University of Technology, 2012
To design from a human perspective rather than from existing technological opportunities, and involving multiple stakeholders with their different perspectives, is an important aspect of participatory design and user-centered design. This thesis project was an explorative study done on a wine estate, in the Western Cape, South Africa, to find novel ICT solutions, for supporting co-operation and planning between multiple and individual work tasks in the work practice. This research explored potentials to manage multiple stakeholders and use their different perspectives to inform design research. The thesis project shows the ethnographic research gathered through video shadowing, workshop results involving the users to contribute to the development of the design by acting with a projection, leading up to a design opening and further focused on the concept development with the stakeholders.The thesis proposes a simulated concept namely the Visual Calculator (VC). This system is designed to involve several participators within a work practice. It supports calculation activities for spraying and buying chemicals. It saves the user time by incorporating standard calculations to output needed information faster. It supports planning, management and record keeping aspects of the farm manager’s work practice in the vineyard spraying process. Although the concept was more fully developed for the farm manager, the VC involves two other work roles including the owner and foreman. The concept focuses on a human centered perspective, instead of making the system fully automated, giving users control and not controlling the users. For this to be successful work should be divided and have equal responsibilities, each stakeholder can contribute and value their part of the work, knowing where it fits in, why it is important and how it influences other aspects of the work practice. The research outcome involves, envisioning the future potentials of the design (VC), design for participation, a way to identify design openings, problem solving and conceptualizing by utilizing user’s strengths.
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Johansson, Veronica. "A time and place for everything? : social visualisation tools and critical literacies." Doctoral thesis, Högskolan i Borås, Institutionen Biblioteks- och informationsvetenskap / Bibliotekshögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-3638.

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The aim of this study is to analyse mutual enactments of critical literacies and social visualisation tools as information resources. The central concept of critical literacies as used here extends and redefines prior critical literacy definitions to denote the pluralistic situated enactments of meaning through which study participants identify, question and transform bias, restrictions and power related aspects of access, control and use in relation to the tools. The study is based on two critical ethnography inspired case studies involving observations, interviews, and contextual inquiry and located in professional settings. Case 1 is centred on how a geographic information system (MapInfo) is used for analysing and preventing traffic accidents. Case 2 is centred on how a dynamic time series animating chart (Trendalyzer) is used for analysing and spreading knowledge about the world’s development. The results demonstrate co-existing critical literacies described in terms of three main directionalities as reactive, proactive, and adaptive, of which the adaptive varieties seem thus far largely overlooked. On the basis of these findings, it is suggested that dominant cognitivist and positivist narratives of visualisations should be replaced with more nuanced alternatives that emphasise the potentials of visualisation tools as evocative and non-blackboxed information resources; i.e., as encouraging new questions and allowing alternative analyses, rather than constructing them as enunciative tools providing true answers. As theoretical contributions, the dissertation argues for a conceptualisation of visualisation tools as representational artefacts and a species of documents actuating information organisation related problems of representation. It also presents a new theoretical construct for the analysis and understanding of the mutual shaping of critical literacies and information resources that includes both cultural practices and actor interests through a combination of sociocultural theories on tools and sociotechnical theories on inscriptions.

Academic dissertation for the Degree of Doctor of Philosophy in Library and

Information Science at the University of Borås to be publicly defended on Friday

14 December 2012 at 13.00 in lecture room C203, the University of Borås,

Allégatan 1, Borås.

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Kerimo, Arido, and Joseph Chabo. "Pedagogiska arbetssätt för barn med ADHD." Thesis, Södertörns högskola, Lärarutbildningen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32471.

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Our study examines teachers’ knowledge about the neuropsychiatric disability ADHD (Attention Deficit Hyperactivity Disorder). ADHD is related to hyperactivity, impulsivity and attention dependent. It’s a neuropsychiatric disability that can be found as a disorder for pupils in the social and development environment. It requires knowledge from the teachers to create a safe and learning environment for pupils with this kind of disability. The purpose of our study is to examine which pedagogical method teachers use to create an equal education for those who have ADHD. The method in this examination is based on interviews and observations in three different schools. The results show that teachers have different knowledge to create strategies for a learning environment for pupils with ADHD. Our study also shows that it’s not just the environment that matters. The study show that interaction and to cooperate has an important meaning in the development. They need structure they can follow through the day and they need the special assistant tools that pushes the pupils to complete their homework and to follow the pedagogy that is given in the classroom. To give this opportunity, the teachers have to include every pupil no matter what need they have. The special assistance has tools and methods that they use to facilitate the pedagogy for the pupils with ADHD.
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Ehrenberg, Nils. "Designing the Militarization 2.0 research tool." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22160.

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Research is a time-consuming endeavor which requires appropriate tools to manage often vast amounts of information. Militarization 2.0 is a research project aiming to explore Militarization in social media. The aim of this project is to design a user interface for supporting researchers in projects involving large amounts of data in qualitative studies. The project will follow the design process of the first version of the Militarization 2.0 research database interface. The design process involves user studies, interviews and design and testing of paper and digital prototypes. The results include the interface prototype as well as reflections on what tools proved useful in the design process.
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Books on the topic "Social interaction tools"

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Lowndes, Leil. How to feel confident: Simple tools for instant success. London: HarperElement, 2009.

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Ella, Hassanien Aboul, and SpringerLink (Online service), eds. Computational Social Networks: Tools, Perspectives and Applications. London: Springer London, 2012.

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Illich, Ivan. Tools for conviviality. London: Boyars, 1985.

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1974-, Hoff Thomas, and Bjørkli Cato A, eds. Embodied minds--technical environments: Conceptual tools for analysis, design and training. Trondheim: Tapir Academic Press, 2008.

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Association, Information Resources Management. Virtual communities: Concepts, methodologies, tools and applications. Hershey, PA: Information Science Reference, 2011.

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Make light work in groups: 10 tools to transform meetings, companies and communities : a guide for leaders, entrepreneurs, activists, managers, parents, and anyone else who wants to help groups thrive. Vancouver, Canada: Incite Press, 2012.

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Quadflieg, Sven, Klaus Neuburg, and Simon Nestler, eds. (Dis)Obedience in Digital Societies. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839457634.

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Algorithms are not to be regarded as a technical structure but as a social phenomenon - they embed themselves, currently still very subtle, into our political and social system. Algorithms shape human behavior on various levels: they influence not only the aesthetic reception of the world but also the well-being and social interaction of their users. They act and intervene in a political and social context. As algorithms influence individual behavior in these social and political situations, their power should be the subject of critical discourse - or even lead to active disobedience and to the need for appropriate tools and methods which can be used to break the algorithmic power.
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Shah, Rawn. Social networking for business: Choosing the right tools and resources to fit your needs. Upper Saddle River, N.J: Wharton School Pub., 2010.

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Shah, Rawn. Social networking for business: Choosing the right tools and resources to fit your needs. Indianapolis: Wharton School Pub., 2010.

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Jafrancesco, Elisabetta, and Matteo La Grassa, eds. Competenza lessicale e apprendimento dell’Italiano L2. Florence: Firenze University Press, 2021. http://dx.doi.org/10.36253/978-88-5518-403-8.

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This volume addresses the teaching and learning of vocabulary in Italian L2 from different points of view, defining an updated and heterogeneous framework. The articles focus on wide-ranging topics: advances in acquisitional linguistics research, studies on interlanguage, results of psycholinguistic research, the role of teaching technologies, the use of multimedia lexicographic tools, new attention to languages for specific purposes, analysis of interactions on social networks. Each of these topics is treated specifically referring to the lexical dimension and to the possible applicative effects on the teaching of Italian L2.
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Book chapters on the topic "Social interaction tools"

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Mor, Enric, Nuria Ferran, Muriel Garreta-Domingo, and Juan-Antonio Mangas. "User Experience of Social Bookmarking Tools." In Human-Computer Interaction. Towards Mobile and Intelligent Interaction Environments, 510–16. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21616-9_57.

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Sullivan, James, Meredith Banasiak, Christopher Messick, and Raymond Rimey. "Social-Technical Tools for Collaborative Sensemaking and Sketching." In Human-Computer Interaction. Interacting in Various Application Domains, 614–23. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02583-9_67.

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Serrano, Juan Manuel, and Sergio Saugar. "Programming Social Middleware through Social Interaction Types." In Languages, Methodologies, and Development Tools for Multi-Agent Systems, 92–111. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13338-1_6.

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Di Salvo, Andrea, and Paolo Marco Tamborrini. "Interaction Design Tools for Autism." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 243–53. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-49616-0_23.

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Kurosu, Masaaki, and Ayako Hashizume. "ERM-AT Applied to Social Aspects of Everyday Life." In Human-Computer Interaction. Theory, Methods and Tools, 280–90. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78462-1_21.

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Giannakis, Stavros, Christina Valavani, and Christina Alexandris. "A Sentiment Analysis Web Platform for Multiple Social Media Types and Language-Specific Customizations." In Human-Computer Interaction. Theory, Methods and Tools, 318–28. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78462-1_24.

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Verma, Himanshu, Jakub Mlynář, Camille Pellaton, Matteo Theler, Antoine Widmer, and Florian Evéquoz. "“WhatsApp in Politics?!”: Collaborative Tools Shifting Boundaries." In Human-Computer Interaction – INTERACT 2021, 655–77. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85623-6_37.

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AbstractWe examine the technological aspects of political collaborative practices in one of the first studies of participatory constitution writing in the course of its progression. In particular, we examine how digital collaborative and communicative tools can facilitate (or inhibit) the permeation of boundaries, which manifest through the differences in political ideologies and partisan beliefs. Our study is grounded in interviews with 15 members of the Constituent Assembly in the canton of Valais, Switzerland, and its primary contribution is in constructing a fine-grained contextualized understanding of political collaborations, their evolution, and their relationship with collaborative tools. Our findings demonstrate the centrality of versatile and widely available digital tools (such as WhatsApp and Google Docs) in political work. In addition, elected lawmakers prefer tools that allow them to organize their collaborative and communicative actions based on dynamic social boundaries, and their need for asynchronous work practices. We observed a tendency of simultaneously using multiple digital tools to accomplish specific political objectives, and leveraging them in plenary sessions for strategic advantages. On the one hand, collaborative tools enabled strategic advantages by selective permeation of boundaries across political ideologies. On the other hand, lack of awareness about boundaries between ‘private’ and ‘public’ on social networks were considered as privacy blind spots. By focusing on boundaries of different kinds, our paper elucidates how the introduction of digital technologies into political process transforms the long-established categories, distinctions and divisions that are often taken for granted.
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Jasiulewicz-Kaczmarek, Małgorzata, and Przemysław Drożyner. "Social Dimension of Sustainable Development – Safety and Ergonomics in Maintenance Activities." In Universal Access in Human-Computer Interaction. Design Methods, Tools, and Interaction Techniques for eInclusion, 175–84. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39188-0_19.

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Petrick, Ronald P. A., and Mary Ellen Foster. "Knowledge Engineering and Planning for Social Human–Robot Interaction: A Case Study." In Knowledge Engineering Tools and Techniques for AI Planning, 261–77. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-38561-3_14.

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Pochwatko, Grzegorz, Justyna Świdrak, and Dariusz Doliński. "Sometimes It’s Just a Game: The Pros and Cons of Using Virtual Environments in Social Influence Research." In Digital Interaction and Machine Intelligence, 189–97. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-11432-8_19.

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AbstractClassic social influence effects are present both in games and virtual environments, similarly to real life. The use of games and virtual environments to study them offers the possibility to better control the experimental situation but also brings limitations. On one hand, sequential request techniques of social influence are studied in virtual environments, which enables the control of the experimental situation at the laboratory level. On the other hand, mere presence in the laboratory, devices for measuring physiological responses and awareness of participation in the game provide additional confounding variables that influence the results. We show examples of successful and unsuccessful replications of the foot-in-the-door, door-in-the-face and foot-in-the-face effects accompanied by the analysis of the indicators of physiological arousal. Virtual environments are useful tools for social psychology, but they need to be applied carefully because even a serious game is sometimes just a game.
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Conference papers on the topic "Social interaction tools"

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Tang, Muh-Chyun, Pei-Hang Ting, and Yi-Jin Sie. "Exploring evaluation criteria of social navigational tools on social media." In the 4th Information Interaction in Context Symposium. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2362724.2362732.

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Biancardi, Beatrice, Eleonora Ceccaldi, Chloé Clavel, Mathieu Chollet, and Tanvi Dinkar. "CATS2021: International Workshop on Corpora And Tools for Social skills annotation." In ICMI '21: INTERNATIONAL CONFERENCE ON MULTIMODAL INTERACTION. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3462244.3480977.

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GUEVARA, Mía Modak, and Erika Marlene Cortés LÓPEZ. "The urban public space and design as tools to promote social interaction." In 10th International Conference on Design History and Design Studies. São Paulo: Editora Edgard Blücher, 2016. http://dx.doi.org/10.5151/despro-icdhs2016-03_020.

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Stuldreher, Ivo, Linsey Roijendijk, Maarten Michel, and Alexander Toet. "Gaze Behavior as an Objective Measure to Assess Social Presence During Immersive Mediated Communication." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002746.

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Immersive communication systems provide increasingly realistic virtual environments, which may afford immersive social interactions that approach the quality of face-to-face (F2F) meetings by eliciting a sense of social presence; the feeling of being physically together with another person and having an affective and intellectual connection. To optimize a system’s ability to convey social presence, there is a need for tools that efficiently and reliably measure the degree to which users experience social presence. Currently, the most widely used tools to measure (social) presence are questionnaires. As their ecological validity is questionable, there is a need for objective and non-intrusive measures to measure social presence during naturalistic social interactions. In our study, we aimed to identify a set of determinants of social presence that enable the assessment of a system’s ability to convey social presence, preferably using easy to use, off-the-shelf tools. Considering eye gaze behavior is modulated by social presence and can be measured with relative ease for both F2F and mediated communication, we propose to use three eye gaze measures as an accessible means to assess the level of social presence a system can elicit.
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Boyd, Kyle, Raymond Robert Bond, Chris Nugent, and Mark G. Donnelly. "EasiSocial: Recommendations in the Development and Training of Social Media Tools for Older People." In Proceedings of the 32nd International BCS Human Computer Interaction Conference. BCS Learning & Development, 2018. http://dx.doi.org/10.14236/ewic/hci2018.112.

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Jung, Hyunggu, Sungsoo (Ray) Hong, Perry Meas, and Mark Zachry. "Designing tools to support advanced users in new forms of social media interaction." In SIGDOC '15: The 33rd ACM International Conference on the Design of Communication. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2775441.2775462.

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Hensby, Kristyn, Janet Wiles, Marie Boden, Scott Heath, Mark Nielsen, Paul Pounds, Joshua Riddell, et al. "Hand in hand: Tools and techniques for understanding children's touch with a social robot." In 2016 11th ACM/IEEE International Conference on Human-Robot Interaction (HRI). IEEE, 2016. http://dx.doi.org/10.1109/hri.2016.7451794.

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Gurov, Oleg Nikolaevich, and Ruslan Yurievich Novikov. "Current Situation And Promising Tools For Effective Interaction With Russian Compatriots Abroad." In International Conference on Social and Cultural Transformations in the Context of Modern Globalism. European Publisher, 2021. http://dx.doi.org/10.15405/epsbs.2021.11.88.

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Rasouli, Samira, Moojan Ghafurian, and Kerstin Dautenhahn. "Students’ Views on Intelligent Agents as Assistive Tools for Dealing with Stress and Anxiety in Social Situations." In HAI '22: International Conference on Human-Agent Interaction. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3527188.3561932.

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Al-Abri, Amal, Zuhoor Al-Khanjari, Naoufel Kraiem, and Yassine Jamoussi. "A scheme for extracting information from collaborative social interaction tools for personalized educational environments." In 2017 International Conference on Computing Networking and Informatics (ICCNI). IEEE, 2017. http://dx.doi.org/10.1109/iccni.2017.8123795.

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Reports on the topic "Social interaction tools"

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ERSHOVA, E. EXPERIMENTAL MARKETING: INTERACTION WITH THE BUYER IN A PANDEMIC. Science and Innovation Center Publishing House, 2021. http://dx.doi.org/10.12731/2070-7568-2021-10-5-1-18-22.

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The article describes the trends in the development of experimental marketing, the main application strategies are considered. The described practice of using the use of experimental marketing tools gives an idea of the possibilities of interaction with the consumer in the conditions of social distancing.
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Yaremchuk, Olesya. TRAVEL ANTHROPOLOGY IN JOURNALISM: HISTORY AND PRACTICAL METHODS. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11069.

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Our study’s main object is travel anthropology, the branch of science that studies the history and nature of man, socio-cultural space, social relations, and structures by gathering information during short and long journeys. The publication aims to research the theoretical foundations and genesis of travel anthropology, outline its fundamental principles, and highlight interaction with related sciences. The article’s defining objectives are the analysis of the synthesis of fundamental research approaches in travel anthropology and their implementation in journalism. When we analyze what methods are used by modern authors, also called «cultural observers», we can return to the localization strategy, namely the centering of the culture around a particular place, village, or another spatial object. It is about the participants-observers and how the workplace is limited in space and time and the broader concept of fieldwork. Some disciplinary practices are confused with today’s complex, interactive cultural conjunctures, leading us to think of a laboratory of controlled observations. Indeed, disciplinary approaches have changed since Malinowski’s time. Based on the experience of fieldwork of Svitlana Aleksievich, Katarzyna Kwiatkowska-Moskalewicz, or Malgorzata Reimer, we can conclude that in modern journalism, where the tools of travel anthropology are used, the practical methods of complexity, reflexivity, principles of openness, and semiotics are decisive. Their authors implement both for stable localization and for a prevailing transition.
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Tokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha, and Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], September 2019. http://dx.doi.org/10.31812/123456789/3242.

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Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instructional tool in formal education. In order to achieve this aim, a complex of qualitative research methods, including semi-structured expert interviews was applied. As the result, the potential of educational digital games to give a unique and safe learning environment with a wide spectrum of build-in assistive features, be efficient in specific training contexts, help memorize studied material and incorporate different learning styles, as well as to be individually adaptable, was determined. At the same time, the need for complex approach affecting the administration, IT departments, educators, students, parents, a strong skill set and a wide spectrum of different roles and tasks a teacher carries out in a digital game-based learning class were outlined. In conclusion and as a vector for further research, the organization of Education Design Laboratory as an integral part of a contemporary educational institution was proposed.
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Hotsur, Oksana. SOCIAL NETWORKS AND BLOGS AS TOOLS PR-CAMPAIGN IMPLEMENTATIONS. Ivan Franko National University of Lviv, March 2021. http://dx.doi.org/10.30970/vjo.2021.50.11110.

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The article deals with the ways in which social networks and the blogosphere influence the formation and implementation of a PR campaign. Examples from the political sphere (election campaigns, initiatives), business (TV brands, traditional and online media) have revealed the opportunities that Facebook, Telegram, Twitter, YouTube and blogs promote in promoting advertising, ideas, campaigns, thoughts, or products. Author blogs created on special websites or online media may not be as much of a tool in PR as an additional tool on social media. It is noted that choosing a blog as the main tool of PR campaign has both positive and negative points. Social networks intervene in the sphere of human life, become a means of communication, promotion, branding. The effectiveness of social networks has been evidenced by such historically significant events as Brexit, the Arab Spring, and the Revolution of Dignity. Special attention was paid to the 2019 presidential election. Based on the analysis of individual PR campaigns, the reasons for successful and unsuccessful campaigns from the point of view of network communication, which provide unlimited multimedia and interactive tools for PR, are highlighted. In fact, these concepts significantly affect the effectiveness of the implementation of PR-campaign, its final effectiveness, which is determined by the achievement of goals. Attention is drawn to the culture of communication during the PR campaign, as well as the concepts of “trolls”, “trolling”, “bots”, “botoin industry”. The social communication component of these concepts is unconditional. Choosing a blog as the main tool of a marketing campaign has both positive and negative aspects. Only a person with great creative potential can run and create a blog. In addition, it takes a long time. In fact, these two points are losing compared to other internet marketing tools. Further research is interesting in two respects. First, a comparison of the dynamics of the effectiveness of PR-campaign tools in Ukraine in 2020 and in the past, in particular, at the dawn of state independence. Secondly, to investigate how/or the concept of PR-campaigns in social networks and blogs is constantly changing.
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Mayes, Robyn, Bree Hurst, and Amelia Hine. PREDICT: Principles of Good Mining Checklist. Queensland University of Technology, July 2021. http://dx.doi.org/10.5204/rep.eprints.212047.

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CONTEXT: Social Licence to Operate (SLO) encompasses the broad socio-political understanding on the part of multiple stakeholders that a mining operation’s social and environmental impacts and measures are legitimate and acceptable. The multiple and variously interacting stakeholder groups— local communities, environmental actors, Indigenous communities, regulators, local governments, industry peak bodies, financiers, affiliated businesses—have the proven capacity to confer and/or disrupt a mining operation’s SLO. The presence or absence of a SLO can have significant consequences not only for stakeholder groups, including the mining operation, but also for the shared development of a good mining future. Conceptualisation of what is ‘good mining’ is central to future planning and decisions around development, adoption and reception of new technologies and sustainable mining futures. CHECKLIST PURPOSE This first of its kind tool seeks to facilitate genuine multistakeholder interactions and development of a dynamic shared SLO to advance good mining.
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Бондаренко, Ольга Володимирівна, Світлана Вікторівна Мантуленко, and Андрій Валерійович Пікільняк. Google Classroom as a Tool of Support of Blended Learning for Geography Students. CEUR-WS.org, 2018. http://dx.doi.org/10.31812/123456789/2655.

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Abstract. The article reveals the experience of organizing blended learning for geography students using Google Classroom, and discloses its potential uses in the study of geography. For the last three years, the authors have tested such in-class and distance courses as “Cartography and Basics of Topography”, “Population Geography”, “Information Systems and Technologies in Tourism Industry”, “Regional Economic and Social World Geography (Europe and the CIS)”, “Regional Economic and Social World Geography (Africa, Latin America, Asia, Anglo-America, Australia and Oceania)”, “Socio-Economic Cartography”. The advantages of using the specified interactive tool during the study of geographical disciplines are highlighted out in the article. As it has been established, the organization of the learning process using Google Classroom ensures the unity of in-class and out-of-class learning; it is designed to realize effective interaction of the subjects learning in real time; to monitor the quality of training and control the students’ learning achievements in class as well as out of it, etc. The article outlines the disadvantages that should be taken into account when organizing blended learning using Google Classroom, including the occasional predominance of students’ external motivation in education and their low level of readiness for work in the classroom; insufficient level of material and technical support in some classrooms; need for out-of-class pedagogical support; lack of guidance on the content aspect of Google Classroom pages, etc. Through the test series conducted during 2016-2017, an increase in the number of geography students with a sufficient level of academic achievements and a decrease of those with a low level of it was revealed.
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Chopra, Deepta, Kas Sempere, and Meenakshi Krishnan. Assessing Unpaid Care Work: A Participatory Toolkit. Institute of Development Studies, March 2021. http://dx.doi.org/10.19088/ids.2021.016.

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This is a participatory toolkit for understanding unpaid care work and its distribution within local communities and families. Together, these tools provide a way of ascertaining and capturing research participants’ understanding of women’s unpaid care work – giving special attention to the lived experiences of carrying out unpaid care work and receiving care. Please note that these tools were developed and used in a pre-Covid-19 era and that they are designed to be implemented through face-to-face interactions rather than online means. We developed the first iteration of these tools in our ‘Balancing Care Work and Paid Work’ project as part of the Growth of Economic Opportunities for Women (GrOW) programme. The mixed-methods project sought to collect data across four countries – India, Nepal, Tanzania, and Rwanda – with data collected in four sites in each country (16 sites in total). The participatory tools were developed with two main intentions: (1) as a data collection tool to gain a broader understanding of the social norms and perspectives of the wider community in each of the 16 sites; and (2) to be implemented with our local partners as a sensitisation tool for the community regarding women’s unpaid care work burdens. While it is not essential to apply these tools in the order that they are presented, or even all of them, we would suggest that this toolkit be used in its entirety, to gather in-depth knowledge of social norms around the distribution of unpaid care, and the impacts that these have on care providers’ lives and livelihoods.
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Astafieva, Mariia M., Oleksii B. Zhyltsov, and Volodymyr V. Proshkin. E-learning as a mean of forming students' mathematical competence in a research-oriented educational process. [б. в.], July 2020. http://dx.doi.org/10.31812/123456789/3896.

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The article is devoted to the substantiation of approaches to the effective use of advantages and minimization of disadvantages and losses of e-learning as a mean of forming mathematical competence of students in the conditions of research-oriented educational process. As a result of the ascertaining experiment, e-learning has certain disadvantages besides its obvious advantages (adaptability, possibility of individualization, absence of geographical barriers, ensuring social equality, unlimited number of listeners, etc.). However, the nature of these drawbacks lies not as much in the plane of opportunity itself as in the ability to use them effectively. On the example of the e-learning course (ELC) “Mathematical Analysis” (Calculus) of Borys Grinchenko Kyiv University, which is developed on the basis of the Moodle platform, didactic and methodical approaches to content preparation and organization of activities in the ELC in mathematics are offered. Given the specifics of mathematics as a discipline, the possibility of using ELCs to support the traditional learning process with full-time learning is revealed, introducing a partially mixed (combined) model. It is emphasized that effective formation of mathematical competence of students by means of e-learning is possible only in the conditions of research-oriented educational environment with active and concerned participation of students and partnership interaction. The prospect of further research in the analysis of e-learning opportunities for the formation of students’ mathematical competence, in particular, research and investigation tools, and the development of recommendations for the advanced training programs of teachers of mathematical disciplines of universities are outlined.
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Cowan, Susanne, Sarah Church, Brennan Radulski, Ryen Dalvit, Kip Giddings, Jack Rosenthal, and Joe Peoria. Investigating Neighborhood Character in the Northeast Neighborhood of Bozeman, MT. Montana State University School of Architecture, September 2022. http://dx.doi.org/10.15788/202209.

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This study examines the changes occurring in the built environment and in the social character of the Northeast neighborhood of Bozeman. This project was initiated at the request of the Northeast Neighborhood Association (NENA) whose members are concerned that growth is negatively impacting the unique character, affordability, and informal social interactions of their neighborhood. Working with the city of Bozeman and NENA, this project aims to document the existing character of the neighborhood and social, economic, and architectural changes as perceived by residents who participated in this research. Between Spring 2020 and Summer 2022, faculty and students from three MSU departments conducted and analyzed a physical inventory of the built environment, a survey, the PhotoVoicesNE report, and interviews of residents. The data collected here may be used by the city of Bozeman and NENA to develop neighborhood planning tools.
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Shabelnyk, Tetiana V., Serhii V. Krivenko, Nataliia Yu Rotanova, Oksana F. Diachenko, Iryna B. Tymofieieva, and Arnold E. Kiv. Integration of chatbots into the system of professional training of Masters. [б. в.], June 2021. http://dx.doi.org/10.31812/123456789/4439.

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The article presents and describes innovative technologies of training in the professional training of Masters. For high-quality training of students of technical specialties, it becomes necessary to rethink the purpose, results of studying and means of teaching professional disciplines in modern educational conditions. The experience of implementing the chatbot tool in teaching the discipline “Mathematical modeling of socio-economic systems” in the educational and professional program 124 System Analysis is described. The characteristics of the generalized structure of the chatbot information system for investment analysis are presented and given: input information, information processing system, output information, which creates a closed cycle (system) of direct and feedback interaction. The information processing system is represented by accounting and analytical data management blocks. The investment analysis chatbot will help masters of the specialty system analysis to manage the investment process efficiently based on making the right decisions, understanding investment analysis in the extensive structure of financial management and optimizing risks in these systems using a working mobile application. Also, the chatbot will allow you to systematically assess the disadvantages and advantages of investment projects or the direction of activity of a system analyst, while increasing interest in performing practical tasks. A set of software for developing a chatbot integrated into training is installed: Kotlin programming, a library for network interaction Retrofit, receiving and transmitting data, linking processes using the HTTP API. Based on the results of the study, it is noted that the impact of integrating a chatbot into the training of Masters ensures the development of their professional activities, which gives them the opportunity to be competent specialists and contributes to the organization of high-quality training.
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