Academic literature on the topic 'Social network, online-network, virtual platform'

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Journal articles on the topic "Social network, online-network, virtual platform"

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Qi, Guijie, Linke Hou, Jiali Chen, Yikai Liang, and Qi Zhang. "How Does User Social Network Improve Innovation Outcomes on a Virtual Innovation Platform?" Journal of Global Information Management 29, no. 3 (May 2021): 188–211. http://dx.doi.org/10.4018/jgim.2021050108.

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Previous studies demonstrate that online interactive relations can help improve users' innovation outcomes, yet few studies have investigated how they influence user innovation. This paper builds a social network based on users' online interactive relations in one virtual innovation platform (LEGO Ideas). It characterizes the online social network relations from both quantity and quality dimensions and examines their influencing paths on users' innovation outcomes (i.e., emotional support and information flow). The empirical results show that both the quantity and quality of online relations impose positive effects on innovation, yet in different ways. The quantity of online relations could bring users more positive emotions, whereas the quality of online relations could bring them with more useful information and knowledge. By examining the influencing paths, this paper contributes to the literature on how online relations influence innovation outcomes as well as provides practical suggestions for innovation platforms.
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Matanova, Tanya. "SOCIAL ONLINE NETWORK PLATFORMS OF UKRAINIANS IN BULGARIA AS A MEANS FOR SELF-PRESENTATION AND CONSOLIDATION." Naukovì zapiski Nacìonalʹnogo unìversitetu "Ostrozʹka akademìâ". Serìâ Ìstoričnì nauki 1 (December 17, 2020): 33–40. http://dx.doi.org/10.25264/2409-6806-2020-31-33-40.

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Ukrainians in Bulgaria as many other international migrants use social network platforms in their everyday life. In the text will be studied online platforms used by Ukrainian migrants in Bulgaria for communication, consolidation and self-presentation. Conclusions are based on empirical material gathered in the period 2016–2020 mainly by means of semi-structured interviews and virtual ethnography methods.
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Kumar, Priya. "Transnational Tamil networks: Mapping engagement opportunities on the Web." Social Science Information 51, no. 4 (November 20, 2012): 578–92. http://dx.doi.org/10.1177/0539018412456770.

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This article focuses on the Tamil diaspora in the context of virtual networks. Contemporary linkages stem from decades of civil unrest within Sri Lanka. The Tamil community has found much unity in perceived injustices and marginalization following a violent mass exodus during the 1980s. Quests for political validation and statehood in North-East Sri Lanka have transferred to virtual platforms. Subsequent networks are both sophisticated and dynamic, proactively transcending borders, propelling transnational linkages forward. Between the virtual and physical, the article investigates how respective communities network and expand online. This includes mapping online activities, which characteristically focus on current affairs and ground realities. Indeed, the Web provides a platform of engagement, which in a quest for legitimacy has expanded the networked opportunities available for the greater Tamil diaspora.
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Li, Zhepeng (Lionel), Yong Ge, and Xue Bai. "What Will Be Popular Next? Predicting Hotspots in Two-Mode Social Networks." MIS Quarterly 45, no. 2 (June 1, 2021): 925–66. http://dx.doi.org/10.25300/misq/2021/15365.

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In social networks, social foci are physical or virtual entities around which social individuals organize joint activities, for example, places and products (physical form) or opinions and services (virtual form). Forecasting which social foci will diffuse to more social individuals is important for managerial functions such as marketing and public management operations. In terms of diffusive social adoptions, prior studies on user adoptive behavior in social networks have focused on single-item adoption in homogeneous networks. We advance this body of research by modeling scenarios with multi-item adoption and learning the relative propagation of social foci in concurrent social diffusions for online social networking platforms. In particular, we distinguish two types of social nodes in our two-mode social network model: social foci and social actors. Based on social network theories, we identify and operationalize factors that drive social adoption within the two-mode social network. We also capture the interdependencies between social actors and social foci using a bilateral recursive process—specifically, a mutual reinforcement process that converges to an analytical form. Thus, we develop a gradient learning method based on a mutual reinforcement process that targets the optimal parameter configuration for pairwise ranking of social diffusions. Further, we demonstrate analytical properties of the proposed method such as guaranteed convergence and the convergence rate. In the evaluation, we benchmark the proposed method against prevalent methods, and we demonstrate its superior performance using three real-world data sets that cover the adoption of both physical and virtual entities in online social networking platforms.
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Vargas-Vera, Maria. "Reflections on the Second Life Platform used in the Development of a Virtual University Campus." International Journal of Knowledge Society Research 7, no. 4 (October 2016): 12–23. http://dx.doi.org/10.4018/ijksr.2016100102.

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This paper presents the author's experiences building a virtual campus named Deep Think designed to support a postgraduate program named MPhil. The MPhil is a formal and recognized Open University degree delivered to a distance. The virtual campus integrates Second Life, Moodle and several Web 2.0 technologies like Elluminate (online conferencing tool), MyStuff (e-Portfolio) Skype and Ning (Social network). This integration between second life and web 2.0 technologies has provoked the enthusiasm of tutors at the Open University which saw the benefit of using DeepThink in their courses. Finally, the author discusses experiences on second life and its limitations.
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Chan, Ho-Hsiang, and Tzu-Chieh Tsai. "Message propagation in DTN based on virtual contact of behavior model." Computer Science and Information Systems 18, no. 2 (2021): 441–60. http://dx.doi.org/10.2298/csis200128004c.

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Delay Tolerant Network (DTN) is a kind of network structured to deliver message intermittently. Network connections are not persistent between nodes, instead they must rely on nodes making geographic location movements to incur contact with other nodes and establish intermittent communication sessions to allow messages delivery. We will refer to encounters via geographic location movements as ?physical contact.? Many DTN researches mainly focus on message delivery via physical contact. However, this paper believes that in a realistic environment, encounters between nodes not only happen geographically in nature, but also occur virtually in cyberspace. When both nodes go online on the same social media platform, it is an encounter we refer as virtual contact. How messages deliver for virtual contact is store-post-and-forward, just like what happens in a DTN, but it is no longer restrained by geographical locations. This paper considers a scenario in which nodes make virtual contact in cyberspace and incur message delivery based on their own behavior patterns. The verifying experiment is conducted using both survey and simulation. First of all, we handed out questionnaires for students to fill out. The questionnaire inquired them to rank their most frequent activities performed on social media platforms. According to the responses, we conclude the top 3 frequent activities when the students use social media platforms and classify them into 3 groups according to a weighted behavior pattern scheme. The classification includes Social Group, Read-Only Group and Interest Group. It does not matter which group a student is assigned to. In the simulation, he or she will get to decide whether to deliver/receive messages or not based on a randomized selection on 3 behavior pattern. Finally, we analyze the simulation result to determine how messages propagated in different behavior pattern groups. It is derived from the simulation that to quicken message propagation, directing messages to one of the behavior groups yields the maximize benefits. This provides the basis for further researches on collecting data of desired scenarios to establish respective propagation models.
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Nurhaliza, Wa Ode, and Nurul Fauziah. "Komunikasi Kelompok dalam Virtual Community." KOMUNIDA : Media Komunikasi dan Dakwah 10, no. 01 (June 2, 2020): 18–38. http://dx.doi.org/10.35905/komunida.v10i01.1220.

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This study aims to analyze communication in virtual communities that are reviewed from a business, health and career-linkedIn perspective. This research uses the literature review method through literature search both books and international and national journals. The results showed that the virtual community was established and developed through Computer Mediated Communication (CMC) on various platforms. Virtual communities develop because individuals have the same goal. They bind themselves to join and exchange ideas, information in a virtual community because there are common motives and goals to be achieved. There are several similarities and differences that bind individuals to join virtual communities from a business, health and career-linked perspective. Trust and security are the main keys of individuals joined in virtual communication in various fields. In addition, in the business perspective, two reasons individuals join online trade are the use of a conducive community and virtual social environment. While in the context of health, the reason the community joins is the ease of accessing health information, trust and security of user data. Finally, in the context of career-linked development, individuals tie themselves into the community because this platform has advantages in forming social network capital, knowledge capital to form friendships. Virtual communities on various platforms (business, health and careers) continue to grow and are increasingly being asked by users. Keywords: community; social media; users; virtual
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Galvan, Pedro, Ronald Rivas, Benicio Grossling, Juan Portillo, Julio Mazzoleni, and Enrique Hilario. "VP28 Building A Virtual Diagnosis Network Through A Telemedicine Platform." International Journal of Technology Assessment in Health Care 35, S1 (2019): 82–83. http://dx.doi.org/10.1017/s0266462319003027.

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IntroductionAdvances in information and communication technology (ICT) and health technology have enhanced healthcare for many countries around the world. The challenge for low income setting countries is to build a telemedicine platform to enhance the community hospital diagnosis response capacity. Populations living in remote areas did not have access to specialist care and quality diagnostic services and thus depended on the low response capacity of their local health system. There were subsequent equity issues between urban and rural populations. In this context the virtual telediagnosis network should be directed towards developing better equity in the provision of services in remote locations without access to specialists. The usability of a telemedicine platform to enhance the virtual diagnosis network of community hospitals in rural areas of Paraguay was investigated.MethodsThis descriptive study was carried out by the Telemedicine Unit of the Ministry of Public Health and Social Welfare (MSPBS) in collaboration with the Department of Biomedical Engineering and Imaging of the Health Science Research Institute (IICS-UNA) and the University of the Basque Country (UPV / EHU) to evaluate the utility of a telemedicine platform to enhance the virtual diagnosis network of community hospitals. For this purpose, the results obtained by the virtual telediagnosis network implemented in sixty public countryside community hospitals were analyzed.ResultsA total of 427,026 remote diagnoses were performed between January 2014 and October 2018 in sixty community hospitals. Of the total, 35.76 percent (152,703) corresponded to tomography studies, 62.55 percent (267,100) to electrocardiography (EKG), 1.68 percent (7,204) to electroencephalography (EEG) and 0.01 percent (19) to ultrasound. There were no significant differences between the remote and the face-to-face diagnosis. With the remote diagnosis a reduction of the cost was obtained, that supposes an important benefit for each citizen of the sixty communities.ConclusionsThe results show that the virtual diagnosis network based on a telemedicine platform can enhance significantly the community hospital diagnostic services, maximizing professional time and productivity, increasing access and equity, and reducing costs. However, before carrying out its countrywide implementation, a contextualization with the regional epidemiological profile must be performed.
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Daniel, Davey B., Johnetta Blakely, Stephen Matthew Schleicher, Duncan Allen, Mary Catherine Marsden, Mary Margaret Arrowsmith, Axel Grothey, and Lee S. Schwartzberg. "Finding value in social media: A collaborative online communication platform linking providers to education and an online tumor board across a large community of oncology practices." Journal of Clinical Oncology 38, no. 29_suppl (October 10, 2020): 305. http://dx.doi.org/10.1200/jco.2020.38.29_suppl.305.

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305 Background: Clinical collaboration across fragmented and often small clinic sites can be challenging. As a potential solution, OneOncology, a national community oncology network, launched OneCommunity, a secure, interactive online platform used across our network of six practices and over 130 clinic sites. One feature is a “virtual” tumor board where physicians can post complex cases at any time and obtain input from disease-specific experts from within the network. Members can also post, comment and disseminate information about policy and education updates affecting oncology. Methods: OneCommunity launched on December 15, 2019 and all 442 members of OneOncology were allowed access. We tracked numbers of membership, tumor board cases, policy updates and questions, views and responses per post, and response time for tumor board and policy posts during the study period from launch through June 11, 2020. Results: In the first six months of use, 277 providers signed up and logged into the platform. 71 individual patient cases were presented across 10 specialty tumor boards. The mean time to first response was 35 hours ( < 1 hour, 297 hours), median time was 20 hours, and 73% of postings had a response within 48 hours of original posting. The most robust tumor boards were breast, GI, and lung cancers. There was also a set of general posts that was nonspecific to patients including policy, COVID updates, and educational reviews. The average number of responses for tumor boards was significantly greater than general posts (3.5 vs. 1.8, p < 0.05). The number of views for both types of posts, however, were high (406 vs. 346, p < 0.05). Conclusions: An online communication platform is feasible and allows physicians to receive treatment suggestions for complex cases relatively quickly and across geographies. Tumor board cases received more interaction than policy and education updates. The platform lends itself to rapidly adding other aspects of cancer care such as COVID-19. Future applications include a network wide real-time molecular tumor board.
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Deng, Xu Hua, Xiang Gen Gan, and Ren Wu. "Research on the Neural Network Learning Evaluation Model of Meteorological Technical Personnel." Applied Mechanics and Materials 602-605 (August 2014): 3100–3103. http://dx.doi.org/10.4028/www.scientific.net/amm.602-605.3100.

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With the increasingly salient social influence of virtual practice, personalized lifelong learning concept could be realized through network platform. The new learning environment and platform generate the new evaluation system and model. The working experience and features of network learning of the meteorological technical personnel determine the difference between network evaluation model and the traditional summative evaluation system.. The nonlinearity between input vector and output vector also determines the neural network learning evaluation model orientation. The training and simulation show that the network learning evaluation achieves its best effect when the hidden node is 4.
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Dissertations / Theses on the topic "Social network, online-network, virtual platform"

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Staar, Henning, Marvin Ostrop, Gabrielle Joo, Jennifer Kurzke, and Monique Janneck. "Gut vernetzt ist halb gewonnen? – Eine Analyse der Zusammenhänge zwischen Facebook-Nutzung und sozialem sowie akademischem Erfolg von Studierenden." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-154032.

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Durch die steigende Technologisierung spielen webbasierte soziale Netzwerke in der heutigen Zeit eine zentrale Rolle im gesellschaftlichen Leben. So bietet das Web 2.0 zahlreiche Möglichkeiten, auf virtueller Ebene Kontakte zu knüpfen, Beziehungen zu entwickeln und aufrecht zu erhalten, Netzwerke zu bilden und Informationen auszutauschen. Es kann davon ausgegangen werden, dass sich mit dieser Virtualisierung interaktiver Prozesse nicht nur die Kommunikation, sondern soziale Beziehungen an sich sowie deren Voraussetzungen und Ergebnisse erheblich verändern. Aufgrund dieser Entwicklungen ist also zu untersuchen, welche sozialen Effekte mit der Nutzung von sozialen Online-Netzwerken einhergehen, und ob bzw. welche veränderten Möglichkeiten sich ergeben, die „gelebte soziale Wirklichkeit zu beeinflussen“
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Åsberg, Samira. "Social Networks in Education: A Facebook-Based Educational Platform." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-93649.

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Social networking sites are among the most popular daily activities of students these days. Students are mostly using social networking sites for communication and sharing of their experiences. Facebook is an example of a social networking site, which supports additional features such as creating a profile page, creating group pages and supports possibility of implementing different integrated application with Facebook. These features improve the Facebook experience, allowing users to form groups, where they can introduce ideas and concepts, which can be shared and discussed in a structured style. For this thesis we have created a new learning management system by implementing an online educational platform within a Facebook context. This work introduces a new, complementary style of education, where students can improve their knowledge and sociality outside the university in an innovative way. The platform takes advantage of gamification, which introduces game-like elements to concepts such as education and learning management systems, to make them more fun and rewarding. The goal of this thesis is to extend the educational border to an interesting online environment where students can learn, communicate, and examine their knowledge globally in different courses within our application platform in Facebook.
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Lundin, Emma. "Designing Sharing Platforms : A study of the Hoffice coworking network." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189337.

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The sharing economy, or collaborative consumption, refers to peer-to-peer sharing of goods and services coordinated through a commercialized or community-based online platform. Collaborative consumption platforms are used for sharing of our under-used assets, e.g. our homes, tools, and vehicles, and can bring social communities together. Through sharing we use our resources more effectively, and contribute towards a more sustainable lifestyle. Hoffice was started in 2013 in Stockholm and promotes the concept of working for free in the homes of others, and is getting a lot of attention around the world. This nonprofit network helps people arrange home offices, where hosts share their residence with people who, through Facebook, can reserve a seat for the day. The purpose of these work events is to create free workspaces, with the possibilities for social, structured and disciplined environments, while allowing individuals to benefit from the support and intelligence of others. This research aims to study the hosts in the Hoffice network, to find ways to explain the key driving values, as well as barriers, and apply it to a tailored platform in order to motivate more people to host work events. The central research question is furthermore How could well adapted social platforms increase motivation for people to engage in the collaborative consumption as exemplified by Hoffice? Six semi-structured interviews with past host from year 2014-2015 were conducted to gain qualitative answers about how an online platform can be developed in order to motivate Hoffice members to become hosts. The questions were divided into three different sections; Background, About Hoffice, and Online platform. Observations were performed with a purpose of understanding the structure of a Hoffice event, and to gain a better understanding of the users needs and behaviors. After a first version of a prototype was developed, evaluations and user tests were completed with the interviewees and the founder of Hoffice. Results show that communication, offline and online, is important when people engage in collaborative consumptions, and Facebook has a great impact on people when communicating and spreading information. Although Facebook has some weaknesses when it comes to planning and inviting people to events due to their restrictions and functionalities. Also, when using Facebook for a sharing service, the users are forced to have a Facebook account to partake. All services that involve sharing should consider and support geographical location features. Moreover, to show appreciation is important. People find motivation from feeling liked and appreciated, and want to feel that their contribution is making a positive impact on other people's lives. Finally, it is important to have clear rules and guidelines for monitoring member’s behavior, otherwise uncertainties and dissatisfaction will occur.
Delande ekonomin, eller gemensam konsumtion, hänvisar till peer-to-peer-delning av varor och tjänster som samordnas genom en kommersialiserad eller samhällsbaserad online-plattform. Plattformar för gemensam konsumtion används för delning av våra underutnyttjade tillgångar, t.ex. våra hem, verktyg och fordon, och kan skapa sociala gemenskaper. Genom att dela använder vi våra resurser mer effektivt och bidrar till en mer hållbar livsstil. Hoffice startades 2013 i Stockholm och främjar gratis arbetsplatser i hemmen, och har fått stor uppmärksamhet runt om i världen. Detta ideella nätverk hjälper människor anordna hemmakontor, där värdar delar deras bostad med människor, som genom Facebook kan reservera en plats för dagen. Syftet är att skapa gratis arbetsytor, med möjligheter för sociala, strukturella och disciplinerade miljöer, samtidigt som individer drar nytta av stöd och intelligens från andra. Denna forsknings syfte är att studera värdarna i Hoffice nätverket, för att hitta sätt att förklara de viktigaste drivkrafterna, liksom hinder, och tillämpa det på en skräddarsydd plattform för att motivera fler människor att vara värd. Den centrala frågeställningen är dessutom, Hur kan välanpassade sociala plattformar öka motivationen för människor att engagera sig i kollaborativ konsumtion som exemplifieras av Hoffice? Sex semistrukturerade intervjuer med tidigare värdar från år 2014-2015 genomfördes för att få kvalitativa svar om hur en plattform online kan utvecklas för att motivera Hoffice medlemmar att bli värdar. Frågorna delades in i tre olika sektioner; Bakgrund, Om Hoffice, och Online-plattform. Observationer utfördes med ett syfte att förstå strukturen hos en Hoffice-arbetsdag, och för att få en bättre förståelse av användarnas behov och beteenden. Efter att en första version av en prototyp tagits fram utfördes utvärderingar och användartester. Resultaten visar att kommunikation, både offline och online, är viktigt när människor engagerar sig i kollaborativ konsumtion, och Facebook har en stor inverkan på människor vid kommunikation och spridning av information. Facebook har dock vissa brister när det gäller att planera och bjuda in folk till evenemang på grund av sina begränsningar och funktioner. När man använder Facebook för en delningstjänst tvingas användarna även ha ett Facebook-konto för att delta. Alla tjänster som innebär att dela bör överväga och stödja geografiska platsfunktioner. Dessutom, att visa uppskattning är viktig. Folk motiveras av känslan från uppskattning, och vill känna att deras bidrag gör en positiv inverkan på andra människors liv eller situation. Slutligen är det viktigt att ha tydliga regler och riktlinjer för övervakning av medlemmars beteenden, annars kommer osäkerhet och missnöje att inträffa.
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Rebs, Rebeca da Cunha Recuero. "Identidade em social network games: a construção da identidade virtual do jogador do FarmVille e do SongPop." Universidade do Vale do Rio dos Sinos, 2014. http://www.repositorio.jesuita.org.br/handle/UNISINOS/3368.

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A presente tese parte do reconhecimento de que os social network games oferecem espaços para que os seus participantes exercitem a reflexão de suas identidades. Neles, sujeitos identificam-se e moldam seus perfis para serem reconhecidos e interagirem com os demais jogadores. O objetivo centra-se em compreender como são configuradas estas identidades do gamer nos seus jogos. A discussão teórica incluiu a problematização dos conceitos-chaves de identidade e de jogos online, questões relacionadas à visualização das identidades no Ciberespaço e a forma adquirida nos jogos online e mediações culturais, midiáticas, competências tecnológicas e relacionadas aos jogos. Os social network games foram contextualizados a partir de aspectos históricos, situação atual, ambientes suportes, possibilidades e dinâmicas sociais. A pesquisa empírica parte de uma construção de tipos de games em termos das possibilidades para a construção identitária, que inclui os jogos de Construção de Mundos, que estimulam a personalização do ambiente e os de Participação em Mundos, que estimulam a competição com atores da rede social. Optou-se pela realização da metodologia netnográfica desenvolvida em um jogo dentro de cada uma destas categorias: o Farmville e o SongPop (respectivamente), além de entrevistas com uma amostra de jogadores. Os resultados apontam a existência de elementos no jogo capazes de oferecerem lugares para o desenvolvimento de apropriações sociais (avatar, bens virtuais, interações sociais e território virtual), indicadoras de facetas identitárias destes sujeitos. Por meio deles, percebeu-se a existência de matrizes identitárias nos social network games (aleatórias, competitivas, representativas e valorativas) capazes de direcionar o modo de construção individual e coletivo destes indivíduos antes mesmo de terem contato com estes lugares de apropriação nos jogos. As implicações deste estudo revelam a existência de uma dupla via de afetação oriunda não apenas da estrutura dos jogos, mas, principalmente, dos espaços criativos que os sujeitos encontram para manifestarem suas identidades. Por meio deles, os social gamers não apenas revelam traços de si, como também parecem incorporar novas facetas identitárias oriundas destas construções no game ao seu self, o que sugere um importante papel destes ambientes lúdicos e virtuais na constituição identitária do sujeito atual.
This thesis begins with the recognition that social network games offer spaces for participants to reflect on their identities. In them, users identify themselves and shape their profiles to be recognized and to interact with other players. Our objective focuses on understanding how these identities are configured and how they reflect the gamer in their own games. The theoretical discussion includes key concepts such as identity and online games, the visualisation of identities in cyberspace, the forms online games and cultural mediations take and the technical skills related to these games. The social network games were contextualized from their social and historical aspects, present situation, media environments and dynamic possibilities. Our empirical research is grounded on a construction of types of games based on terms of possibilities for identity construction, which includes "World Construction" games that stimulate the customization of environments and "World Participation" games, which encourage competition with actors of the social network. We chose to use a netnography methodology, developed in games within each category: Farmville and SongPop (respectively), as well as interviews with a sample of players. The results show the existence of elements in the game that are able to offer places to the development of social appropriation (avatars, virtual goods, social interactions and virtual territory), indicators of identity facets of these subjects. Through them, we realized the existence of identity matrices in social network games (random, competitive, descriptive and evaluative) capable of directing the way individual and collective construct these subjects even before they have contact with these appropriation places in the games. The implications of this study reveal the existence of two ways of affecting users that arises not only from the structure of the games, but mainly from creative spaces where subjects manifest their identities. Through them, the social gamers not only reveal traces of themselves, but also seem to incorporate new identity facets of these constructs derived in the game to their self, which suggests an important role of these ludic and virtual environments in the identity constitution of the subject.
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Luccioni, Carlo. "Online to Onsite - Seeding public collaborative services in Rome's library network context." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23192.

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The purpose of the study has been to execute an investigation on digital collaborative services, and their connections to onsite activities, throughout empirical experimentation, with a combined participatory design methodology and lab approach. The research focused on how an online platform, in addition to onsite events, could seed a public collaborative service. The chosen context for prototyping the service was the Rome’s library network, where during a phase of economic and job crisis, the library role is even more crucial, as one of the most locally active user centered services. The library wants to readdress its mediation ability towards educational activities who present an unsaturated potential, aimed at increasing users long term job potential and labour market orientation.
The workshops with local students, library staff, and local NGO, highlighted the need of an online platform in combination with onsite events, that could fill the main gaps that prevent the building of continuos relations with the users, adding a new core touchpoint will change the user experience of the current service, generating a new service flow.
The online and onsite service was tested in the month of July 2014, with 5 seminars, and a decent online participation, focusing on the main feature of the service: directly influence the service, to actively choosing its contents, the most voted events’ themes that become seminars.
The users are able to adapt the service to their personal needs, making the system modifiable, creating dialog between the users and the service, sharing many communal traits with a meta-design environment. 
The current state of the service prototype can not be considered a collaborative service, since the users can reach the role of co-designer - even if can be considered a social innovation project. However this service prototype has the potential to seed a transformation towards a public collaborative service. The user could gradually build a continuos relation to the service, as far as becoming a co-provider.
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Kim, Dae Wook. "Data-Driven Network-Centric Threat Assessment." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1495191891086814.

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Yelne, Samir. "Measures of User Interactions, Conversations, and Attacks in a Crowdsourced Platform Offering Emotional Support." Wright State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=wright1482330888961028.

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Kubíková, Alena. "Motivace uživatelů online uměleckých komunit." Master's thesis, Vysoká škola ekonomická v Praze, 2013. http://www.nusl.cz/ntk/nusl-198244.

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The aim of this thesis is to explore the different types of user motivation to participate in online art communities and confront them with the possibilities these communities offer. The first chapter is devoted to the issue of motivation in terms of psychology, basic concepts and their relation to the researched topic. The second chapter focuses on the basic concepts of virtual communities. These topics serve as the theoretical basis for the third chapter that focuses on online art community itself: definition of this term, recognition of the basic types of these communities, types of users and their motivation to enter and participate. The chapter concludes with the following types of motivation being confronted with the possibilities online art communities offer to their users. The last chapter deals with empirical research aimed at finding dominant forms of motivation, comparing different types of users, exploring their relationship with other users as well as habits in sharing their own creations. Based on results the partial recommendations to the creators of the community websites on which these communities grow are formulated.
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Lopes, Pedro Henrique de Mendonça. "Do virtual platforms impact user behavior? An experimental comparison between messages on the company's website and Facebook page." reponame:Repositório Institucional do FGV, 2014. http://hdl.handle.net/10438/13088.

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Companies have looked for many new ways to communicate with their customers. In the current scenario, Facebook has proven to be an efficient communication tool between consumers and businesses. This study aims to understand the differences in the complaint messages sent to companies, through an experiment that measured the emotional tone and the lack of formality in each message received by the website and the Facebook page of the company. As expected, people are more informal on Facebook. However, contrary to our intuition, participants tended to display more emotions on the company website. The social norms theory and the impression management contributed to explain the phenomena found.
As empresas têm procurado encontrar diversas novas maneiras de se comunicar com seus clientes. No atual cenário, o Facebook tem se mostrado uma eficiente forma de comunicação entre consumidores e empresas. Este estudo busca entender as diferenças nas reclamação enviadas para empresas, através de um experimento que mede o nível de emoção e comprometimento com a formalidade em mensagens recebidas através do website e a página do Facebook da empresa. Como esperado, as pessoas são mais informais no Facebook. Porém, contrariando nossa intuição, tendem a demonstrar mais emoções no website da empresa. A teoria de normas sociais e de gestão de auto-imagem ajudaram a explicar os fenômenos encontrados.
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Koh-Herlong, Lisa. "High School Graduates' Perspectives on the Creation of Online Identities." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/1624.

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Technological advancements continue to increase online accessibility and the virtual population. As students engage with these advancements, their lives and identities will be on a worldwide platform. The realities of online identities present a challenge for educators to teach students how to manage those online identities. Researchers have studied the after-effects of online identities, but there is a gap in understanding the individual's thought process during the creation of online identities. The purpose of this interpretative phenomenological analysis was to understand the perspectives of working high school graduates regarding the creation of online identities. The research questions were designed to elicit recent high school graduates' perceptions or viewpoints about creating online identities. The conceptual framework for this study included social identity theory and computer-mediated communication theory. Data were collected from 9 face-to-face interviews, including the creation of summary sheets, and were analyzed via member checking and extensive manual coding. Eight themes emerged, revealing that online identities were created to support social connections. The participants' responses generated 4 types of online identities: real, desired, enhanced, and deceptive. Participants did not place consideration into the idea that they were creating an identity. Recommendations included an application for educators to model online behavior and to help students manage their online identities. Further studies could include a data gathering tool that uses an anonymous platform. These findings can inform curriculum and expand the landscape of the literature toward the social change goal of helping students grow and thrive in the online world in a safe, effective, and ethical manner.
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Books on the topic "Social network, online-network, virtual platform"

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Karampelas, Panagiotis. Techniques and Tools for Designing an Online Social Network Platform. Vienna: Springer Vienna, 2013.

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Karampelas, Panagiotis. Techniques and Tools for Designing an Online Social Network Platform. Vienna: Springer Vienna, 2013. http://dx.doi.org/10.1007/978-3-7091-0787-4.

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Social capital modeling in virtual communities: Bayesian belief network approaches. Hershey, PA: Information Science Reference, 2009.

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Network structures and the Internet: Collective social dynamics in virtual communities. Amherst, NY: Cambria Press, 2008.

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Elizabeth, Irene. Cyber-relationships, cracked pots & love: A transcontinental, cross-cultural, virtual, romantic adventure, a true story, a happy end. Wyndham Vale, Vic: I. E. Schardijn, 2007.

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Elizabeth, Irene. Cyber-relationships, cracked pots & love: A transcontinental, cross-cultural, virtual, romantic adventure, a true story, a happy end. Wyndham Vale, Vic: I. E. Schardijn, 2007.

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Elizabeth, Irene. Cyber-relationships, cracked pots & love: A transcontinental, cross-cultural, virtual, romantic adventure, a true story, a happy end. Wyndham Vale, Vic: I. E. Schardijn, 2007.

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1970-, Popp Cappy, ed. Essential Facebook development: Build successful applications for the Facebook platform. Upper Saddle River, NJ: Addison-Wesley, 2010.

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Maver, John. Essential Facebook development: Build successful applications for the Facebook platform. Upper Saddle River, NJ: Addison-Wesley, 2010.

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Chad, Russell, and Whyte Jessica, eds. Building OpenSocial apps: A field guide to working with the MySpace platform. Upper Saddle River, NJ: Addison-Wesley, 2010.

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Book chapters on the topic "Social network, online-network, virtual platform"

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Wu, Yang-bo, Hui Lin, and Wei-hua Zhu. "Function Design of Music Online Education Network Virtual Classroom Platform." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 631–43. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-84383-0_53.

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Lambropoulos, Niki, Panayota Tsotra, Ilias Kotinas, and Iosif Mporas. "Composites Ideas in COMPOOL Immersion: A Semantics Engineering Innovation Network Community Platform." In Online Communities and Social Computing, 385–94. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39371-6_43.

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Feldvari, Kristina, Anita Dremel, and Snježana Stanarević Katavić. "Virtual Fitness Community: Online Behavior on a Croatian Fitness Forum." In Social Computing and Social Media. Design, Ethics, User Behavior, and Social Network Analysis, 459–74. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49570-1_32.

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Mascheroni, Giovanna. "From virtual communities to social network sites: Changing perspectives on online identity and social relations." In Medienwelten im Wandel, 125–35. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-531-19049-5_10.

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Köhler, Thomas, Christoph Lattemann, and Jörg Neumann. "Organising Academia Online." In Progress in IS, 11–28. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-66262-2_2.

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AbstractResearch on organisational arrangements of scholarly networks in both e-learning and e-research is located at the intersection of different theoretical justifications and developmental contexts such as organisational theory, computer science, education science and media informatics. However, there is still a lack of research on the organisational context of e-learning arrangements and its impact on collaboration in academic communities. E-learning research shows that the integration of electronic media in scientific communities negatively impacts their effectiveness and causes conflicts within communities. Research networks however are far less investigated as there is not direct didactic focus on how to collaborate. Recent theories on organisational design, virtual organisations and governance provide concepts for organising e-collaboration more effectively. Managerial instruments such as direct control of results and behaviours need to be supplemented or even replaced by concepts of social control; typically trust and confidence become the central mechanisms for the new forms of inter- and intra-organisational coordination. This paper starts with concepts. Then, to exemplify the organisational coordination mechanisms in scholarly e-communities, the authors critically discuss and reflect on these organisational arrangements and managerial concepts for two higher education portals and one research network in Germany. The conclusion is that, just as previous research has confirmed for educational networks, governance within academic networks relies heavily on the functionality of social and communicative forms of control.
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Basiel, Anthony “Skip”, and Paul Coyne. "Exploring a Professional Social Network System to Support Learning in the Workplace." In Social Computing, 1610–25. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-60566-984-7.ch103.

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This chapter sets out to explore how professionals can network, collaborate and capture informal learning in an online work-based environment. It addresses the pedagogical approaches that underpin emerging Web 2.0 technological trends and provide recommendations for future use of such online environments. Existing Virtual Learning Environments (VLEs) are primarily content driven with little provision for social engagement and stakeholdergenerated material. Similarly, many organisations have little or no structure for facilitating online interaction in a work based learning context. Since 2006 Emerald Group Publishing and the Middlesex Centre for Excellence in Work Based Learning have been partnering to develop, test and implement an online platform that will support collaborative, interactive learning. This link between Industry and Higher Education is critically reviewed. The InTouch (2008) platform was incorporated into the syllabus for MCEWBL’s work-based Professional Practice BA Honours programme in 2007 to support newly trained professionals as they worked through a professional development work based learning programme. The pedagogical underpinning of the course was reflective, self-directed learning and the blog, Wiki and profiling tools provided had the potential to either contribute to this aim or become a major part of how students construct their understanding of themselves in their professional practice. Emerald and MCEWBL have been monitoring the adoption, use and challenges associated with using Web 2.0 technology to support work based learning in order make recommendations about future pedagogical frameworks and approaches. This platform and related online pedagogic principles fills the gap between informal, free tools that provide little security or structure and heavyweight VLEs that offer tutor-made content, but do not naturally support social interaction for learning. The chapter provides some ideas and strategic options about implementing similar tools in other organisational settings and provides frameworks to evaluate these options in line with existing resources and capabilities. It concludes with an in-progress web-based learning design or ePedagogy that unifies the threads of the online learning experience.
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Malloy, Judy. "Arts Wire: The Nonprofit Arts Online." In Social Media Archeology and Poetics. The MIT Press, 2016. http://dx.doi.org/10.7551/mitpress/9780262034654.003.0023.

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Beginning in 1992, Arts Wire, a program of the New York Foundation for the Arts, was a social media platform and Internet presence provider, that provided access to news, information, and dialogue on the social, economic, philosophical, intellectual, and political conditions affecting the arts and artists. Initially led by Anne Focke and then by poet, Joe Matuzak, Arts Wire participants included individual artists, arts administrators, arts organizations and funders. This chapter focuses on Arts Wire's social media aspects, such as discussion and projects, including among others: AIDSwire, an online AIDS information resource; the online component of the Fourth National Black Writers Conference; the Native Arts Network Association; ProjectArtNet that brought children from immigrant neighborhoods online to create a community history; NewMusNet, a virtual place for experimental music; and Interactive, an online laboratory for interactive art. It also documents the history of the e-newsletter, Arts Wire Current (later NYFA Current).
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Ziv, Nina D. "Mobile Social Networks." In Social Computing, 267–82. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-60566-984-7.ch019.

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This chapter discusses how virtual social networks have evolved from their original purpose of being online meeting places where people interact with one another to becoming an important locus for innovation. It delineates the salient characteristics of these networks (both Web-based and mobile) and suggests that the advent of these networks has shifted the balance of value creation away from traditional companies and towards the creation of companies which provide technology platforms and services for user-centric innovation. The chapter discusses how users on these virtual networks have become important sources of innovation in a variety of ways: they develop content which they share with others and participate in virtual community centers; they interact with companies who are developing products and provide valuable feedback; and they are the impetus for the creation of new kinds of marketing tools as businesses try to tap into these virtual networks in order to better understand what products will sell to these users. In addition, the chapter discusses the implications of these developments for managers, especially those in content-intensive industries such as financial services and media. Examples will be given to support these ideas from case studies on Upoc, a New York City-based mobile services company which hosts social networks for a wide variety of users; Dodgeball, another New York City-based company (recently acquired by Google) which is one of the pioneers in the mobile social networking arena; and Tapuz Mobile, an Israeli-based social network.
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Ziv, Nina D. "Mobile Social Networks." In Social Networking Communities and E-Dating Services, 44–59. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-104-9.ch003.

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This chapter discusses how virtual social networks have evolved from their original purpose of being online meeting places where people interact with one another to becoming an important locus for innovation. It delineates the salient characteristics of these networks (both Web-based and mobile) and suggests that the advent of these networks has shifted the balance of value creation away from traditional companies and towards the creation of companies which provide technology platforms and services for user-centric innovation. The chapter discusses how users on these virtual networks have become important sources of innovation in a variety of ways: they develop content which they share with others and participate in virtual community centers; they interact with companies who are developing products and provide valuable feedback; and they are the impetus for the creation of new kinds of marketing tools as businesses try to tap into these virtual networks in order to better understand what products will sell to these users. In addition, the chapter discusses the implications of these developments for managers, especially those in content-intensive industries such as financial services and media. Examples will be given to support these ideas from case studies on Upoc, a New York City-based mobile services company which hosts social networks for a wide variety of users; Dodgeball, another New York City-based company (recently acquired by Google) which is one of the pioneers in the mobile social networking arena; and Tapuz Mobile, an Israeli-based social network.
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Biton, Yaniv, and Ruti Segal. "Learning and Teaching Mathematics with Online Social Networks: The Case of Facebook." In Teacher Education [Working Title]. IntechOpen, 2021. http://dx.doi.org/10.5772/intechopen.95998.

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We present here a study in which a digital-based communication platform is used for collaborative work in the learning and teaching processes. In this case, we focused on Facebook as the online social network to help motivate high-school students to become well prepared for their Bagrut (matriculation) exam in mathematics. To this end, the Center for Educational Technology (CET) established a “virtual review session” on Facebook before the exam in which 614 students and 16 teachers participated. We aimed to answer two questions: what learning and teaching opportunities can Facebook offer to prepare students for the mathematics matriculation exam? and how do students and teachers perceive learning processes via social networks? Our analysis was qualitative. The findings indicate that Facebook, for one, can offer excellent learning and teaching opportunities as a result of the interactions that evolve between the students themselves and between the students and teachers. For the students, this digital social platform helps promote peer evaluation, exposes them to a wide range of questions and solutions, and fosters the development of mathematical thinking and creativity. For the teachers, it helps expand their technological and pedagogical-mathematical knowledge.
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Conference papers on the topic "Social network, online-network, virtual platform"

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Wang, Hui, and Juchao Lei. "Construction of Network Comprehensive Experimental Platform Based on Virtual Simulation." In Proceedings of the 2019 5th International Conference on Social Science and Higher Education (ICSSHE 2019). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/icsshe-19.2019.60.

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Malachowski, Andrzej. "Phenomenon of Nasza Klasa (Our Class) Polish Social Network Site." In InSITE 2009: Informing Science + IT Education Conference. Informing Science Institute, 2009. http://dx.doi.org/10.28945/3331.

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The phenomenal success and popularity of a new Polish social networking portal Nasza-klasa.pl (Our Class) is discussed. Essentials information on the portal, its functions and usability features are presented, together with an overview of technological platform employed. Statistical data is provided where appropriate to illustrate the phenomenon under study. The study attempts to provide a model method for success in the e-market and inspiration for prospective entrepreneurs in the world of virtual services.
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Adolphe, Lauren, Georgia D. Van de Zande, David Wallace, and Alison Olechowski. "Analysis of Virtual Communication Within Engineering Design Teams and its Impact on Team Effectiveness." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22736.

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Abstract Online communication and collaboration tools are changing the way teams design products. The tools also generate a rich data source from which to study trends in communication. This paper focuses on how engineering teams utilize Slack, a popular team messaging software platform. We aim to better understand communication and coordination in product design teams via analysis of team social network dynamics, unique patterns of chat-like messaging (emoji usage), and the evolution of communication topics over time. Our study analyzes the online interactions of 32 teams, sent during a 3-month senior undergraduate product design course. These 400,000+ messages represent the team communications from 4 years of teams, with 17–20 students per team. We find that 1) Slack communications resulted in high density network maps, 2) network analysis of teams reveals that leaders have more central positions in the network, 3) strong teams have lower average centrality among members, equivalent to less public channel membership per person, 4) stronger teams use emojis at a higher rate, and 5) emojis are used most by leaders and highly connected members. These findings represent preliminary foundations for best practices in online messaging, which may lead to more effective collaboration in product design.
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Li, Liu, Guoqiang Li, Linhua Ding, and Jiuru Wang. "Research on Open Virtual Simulation Experiment Teaching Model Based on Cloud Platform in Network Security." In Proceedings of the 2019 3rd International Seminar on Education, Management and Social Sciences (ISEMSS 2019). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/isemss-19.2019.124.

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Makris, Prodromos, Nikolaos Efthymiopoulos, Dimitrios J. Vergados, Emmanouel Varvarigos, Vassilis Nikolopoulos, John Papagiannis, Andrew Pomazanskyi, et al. "SOCIALENERGY: A gaming and social network platform for evolving energy markets' operation and educating virtual energy communities." In 2018 IEEE International Energy Conference (ENERGYCON). IEEE, 2018. http://dx.doi.org/10.1109/energycon.2018.8398797.

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García González, María Dolores. "El uso de Instagram en la formación del alumnado de arte como complemento a la docencia presencial y a la docencia online universitaria." In IN-RED 2020: VI Congreso de Innovación Educativa y Docencia en Red. Valencia: Universitat Politècnica de València, 2020. http://dx.doi.org/10.4995/inred2020.2020.12015.

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This communication exposes the results of an ongoing study related to the use and potential of the Instagram social network as a complementary tool in the acquisition of competences for the students of the Sculpture II subject in face-to-face and online teaching. The objective of this research is to establish the theoretical foundations of a working model based on the use of ICT and social networks as possible propelling and inspiring elements of artistic practices, especially those oriented to the sculptural field. For this study, the group_f52 Instagram account has been created in order to enhance the learning of the contents of the subject, based on the communicative power that the image has on this platform, the possibilities of interaction and multiple contents that it offers, thus as its accessibility. The study, which is in the Interaction and redirection phase towards online teaching, was well received by the reference group. The audiovisual materials have been viewed by 80% of the members who follow the account and it is expected that, after the closure of the facilities, Instagram will become a virtual space for coexistence for the group.
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Tawileh, Wissam. "Evaluating Virtual Collaborative Learning platforms using Social Network Analysis." In 2016 Sixth International Conference on Digital Information Processing and Communications (ICDIPC). IEEE, 2016. http://dx.doi.org/10.1109/icdipc.2016.7470796.

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Ro'fatulhaq, Hudzaifah, Sandy Arif Wicaksono, Muhammad Fajrul Falah, Sritrusta Sukaridhoto, Muhammad Agus Zainuddin, Hestiasari Rante, Muhammad Udin Harun Al Rasyid, and Hendro Wicaksono. "Development of Virtual Engineering Platform for Online Learning System." In 2020 International Conference on Computer Engineering, Network, and Intelligent Multimedia (CENIM). IEEE, 2020. http://dx.doi.org/10.1109/cenim51130.2020.9297981.

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Du, Zhao, Xiaolong Fu, Can Zhao, Ting Liu, Qifeng Liu, and Qixin Liu. "Multi-domain cloud social network service platform supporting online collaborations on campus." In 2012 IEEE 2nd International Conference on Cloud Computing and Intelligence Systems (CCIS). IEEE, 2012. http://dx.doi.org/10.1109/ccis.2012.6664414.

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Liu, Jinwei, Wingyan Chung, Yifan Huang, and Cagri Toraman. "CrossSimON: A Novel Probabilistic Approach to Cross-Platform Online Social Network Simulation." In 2019 IEEE International Conference on Intelligence and Security Informatics (ISI). IEEE, 2019. http://dx.doi.org/10.1109/isi.2019.8823276.

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