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"
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.
Full textMatanova, 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.
Full textKumar, 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.
Full textLi, 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.
Full textVargas-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.
Full textChan, 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.
Full textNurhaliza, 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.
Full textGalvan, 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.
Full textDaniel, 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.
Full textDeng, 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.
Full textDissertations / Theses on the topic "Social network, online-network, virtual platform"
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.
Full textÅsberg, 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.
Full textLundin, 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.
Full textDelande 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.
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.
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.
Full textKim, Dae Wook. "Data-Driven Network-Centric Threat Assessment." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1495191891086814.
Full textYelne, 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.
Full textKubíková, Alena. "Motivace uživatelů online uměleckých komunit." Master's thesis, Vysoká škola ekonomická v Praze, 2013. http://www.nusl.cz/ntk/nusl-198244.
Full textLopes, 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.
Koh-Herlong, Lisa. "High School Graduates' Perspectives on the Creation of Online Identities." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/1624.
Full textBooks on the topic "Social network, online-network, virtual platform"
Karampelas, Panagiotis. Techniques and Tools for Designing an Online Social Network Platform. Vienna: Springer Vienna, 2013.
Find full textKarampelas, 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.
Full textSocial capital modeling in virtual communities: Bayesian belief network approaches. Hershey, PA: Information Science Reference, 2009.
Find full textNetwork structures and the Internet: Collective social dynamics in virtual communities. Amherst, NY: Cambria Press, 2008.
Find full textElizabeth, 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.
Find full textElizabeth, 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.
Find full textElizabeth, 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.
Find full text1970-, Popp Cappy, ed. Essential Facebook development: Build successful applications for the Facebook platform. Upper Saddle River, NJ: Addison-Wesley, 2010.
Find full textMaver, John. Essential Facebook development: Build successful applications for the Facebook platform. Upper Saddle River, NJ: Addison-Wesley, 2010.
Find full textChad, Russell, and Whyte Jessica, eds. Building OpenSocial apps: A field guide to working with the MySpace platform. Upper Saddle River, NJ: Addison-Wesley, 2010.
Find full textBook chapters on the topic "Social network, online-network, virtual platform"
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.
Full textLambropoulos, 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.
Full textFeldvari, 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.
Full textMascheroni, 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.
Full textKöhler, 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.
Full textBasiel, 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.
Full textMalloy, 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.
Full textZiv, 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.
Full textZiv, 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.
Full textBiton, 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.
Full textConference papers on the topic "Social network, online-network, virtual platform"
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.
Full textMalachowski, 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.
Full textAdolphe, 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.
Full textLi, 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.
Full textMakris, 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.
Full textGarcía 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.
Full textTawileh, 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.
Full textRo'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.
Full textDu, 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.
Full textLiu, 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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