Teses / dissertações sobre o tema "Social interaction"
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Erlandsson, Fredrik. "Human Interactions on Online Social Media : Collecting and Analyzing Social Interaction Networks". Doctoral thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15503.
Texto completo da fonteAntic, Dusan. "Encouraging social interaction in public spaces through interactive light". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21164.
Texto completo da fonteDodge, Cynthia Lynne. "Increasing social interaction in socially isolated preschool children". Scholarly Commons, 1987. https://scholarlycommons.pacific.edu/uop_etds/502.
Texto completo da fonteMiles, Lynden K. "Smiles, affordances, and social interaction". Thesis, University of Canterbury. Psychology, 2005. http://hdl.handle.net/10092/4765.
Texto completo da fonteNyberg, Robert. "Social interaction with digital artefacts". Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21812.
Texto completo da fontePallamin, Nico. "Social interaction in virtual reality". Toulouse 3, 2008. http://thesesups.ups-tlse.fr/331/.
Texto completo da fonteVirtual reality is an emerging technology that has proved its great potentiality in various fields. In these last years, researchers start to investigate the problem of realistic and effective social interaction in virtual worlds. The aim of our research is to improve the level of efficiency of virtual communication focusing mostly on the role of non-verbal communication. Our approach is mostly based on non-deterministic social theories that stress the role of emergence and contextual intelligence in contraposition of the classical cognitive modelling and plan-based artificial intelligence. Considering the limits of artificial intelligence to reproduce in an effective way the complexity of human social interaction, we decide to develop an architecture able to leave the user free to exploit all his contextual intelligence to drive the social interaction. In such way we are able to grant that the characteristics of reflexivity and indexicality are taken in care during the interaction. The result of our work is a virtual environment in which a set of basic social interaction rules partially drive the behaviours of the avatars. The virtual reality platform includes an animation system that handle the priority between the animations driven by the automatic modules and the one controlled by the user. The user in then always in control of his avatar and can stop the automatic animations at any moment via his voluntary control. The validation of the model is based on a series of ethnomethodological analysis performed to directly compare similar social interactions between users in real world and in virtual environments
Gong, Jyh-Chyi. "The dynamics of social interaction /". Diss., Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 1997. http://wwwlib.umi.com/cr/ucsd/fullcit?p9804527.
Texto completo da fonteEsbjörnsson, Mattias. "Enhanced social interaction in traffic /". Göteborg : IT University of Göteborg, 2005. http://catalogue.bnf.fr/ark:/12148/cb40113268r.
Texto completo da fonteRoberts, Lynne D. "Social interaction in virtual environments". Thesis, Curtin University, 2001. http://hdl.handle.net/20.500.11937/322.
Texto completo da fonteRoberts, Lynne D. "Social interaction in virtual environments". Curtin University of Technology, School of Psychology, 2001. http://espace.library.curtin.edu.au:80/R/?func=dbin-jump-full&object_id=12792.
Texto completo da fonteboth specific types of virtual environments and on-line in general. Based on the usage patterns across the three studies a decision pathway for the use of virtual environments was developed. A key finding across the studies was the potential for virtual environments to enhance psychological well-being for individuals who experience social discomfort in off-line settings. Limitations of the research were discussed and suggestions made for future research.
Pitt-Perez, Olivia. "Social landscapes: social interaction fostering a healthier lifestyle". Kansas State University, 2014. http://hdl.handle.net/2097/17751.
Texto completo da fonteDepartment of Landscape Architecture/Regional and Community Planning
Jason Brody
It is easier for users to say that they frequent a park because they like the greenery than to say instead, that a park offers opportunities to meet or watch other people (Marcus, 1998).One of the main reasons people visit parks is to engage in both overt and covert social interaction (Gehl, 2010). Many people desire the opportunity to interact with others as a means of fulfilling their social well-being, but it is often unattainable in a civic space due to the lack of activities that promote social interaction. The lack of activities is specifically relevant in and around Washington Square Park, primarily due to a series of physical and social dilemmas the site faces. Washington Square Park is an underused civic space that has the potential to establish itself as a social civic anchor for downtown Kansas City, Missouri. Developing Washington Square Park into a civic space that promotes social interaction will help to achieve this potential. It will also help to bridge the gap with the current physical and social dilemmas that hinder the space. Through a process of literature review, precedent studies, and site analysis, project goals were established. To achieve these goals a set of design interventions were formed to address the physical and social dilemmas in and around the site. These interactions will then inform a final design for Washington Square Park that promotes a healthier lifestyle through social interaction for the users of the site.
Cook, Jonathan E. "Social stigma and subjective power in naturalistic social interaction /". view abstract or download file of text, 2007. http://proquest.umi.com/pqdweb?did=1400960581&sid=1&Fmt=2&clientId=11238&RQT=309&VName=PQD.
Texto completo da fonteTypescript. Includes vita and abstract. Includes bibliographical references (leaves 100-107). Also available for download via the World Wide Web; free to University of Oregon users.
Shen, Bin. "Explicating para-social interaction how para-social interaction interact with identification, similarity, affinity/liking, and imitation /". Thesis, [Tuscaloosa, Ala. : University of Alabama Libraries], 2009. http://purl.lib.ua.edu/60.
Texto completo da fonteJakobsson, Mikael. "Virtual worlds and social interaction design". Doctoral thesis, Umeå University, Informatics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-750.
Texto completo da fonteThis dissertation is a study of social interaction in virtual worlds and virtual world design. A virtual world is a synchronous, multi-user system that offers a persistent spatial environment for iconically represented participants. Together, these form an example of social interaction design. I have applied an arena perspective on my object of study, meaning that I focus on these socio-technical systems as places.
I have investigated the persistent qualities of social interaction in virtual worlds. What I have found is that virtual worlds are as real as the physical world. They are filled with real people interacting with each other evoking real emotions and leading to real consequences. There are no fixed boundaries between the virtual and physical arenas that make up a participant’s lifeworld.
I have found that participants in virtual worlds are not anonymous and bodiless actors on a level playing field. Participants construct everything needed to create social structures such as identities and status symbols. The qualities of social interaction in virtual worlds cannot be measured against physical interaction. Doing so conceals the qualities of virtual interaction. Through the concepts of levity and proximity, I offer an alternative measure that better captures the unique properties of the medium. Levity is related to the use of avatars and the displacement into a virtual context and manifests itself as a kind of lightness in the way participants approach the interaction. Proximity is my term for the transformation of social distances that takes place in virtual worlds. While participants perceive that they are in the same place despite being physically separated, the technology can also create barriers separating participants from their physical surroundings. The gap between the participant and her avatar is also of social significance.
As a theoretical foundation for design, I have used Michael Heim’s writings and practices as a base for a phenomenologically grounded approach, which provides an alternative to the dominating perspectives of architecture and engineering. Based on an explorative design project and the earlier mentioned findings regarding social interaction, I have formulated a model for virtual world design called interacture. This model takes the interaction between participants as the fundamental building material and the starting point of the design process. From there, layers of function and structure are added, all the time balancing the design between fantasy and realism.
I have explored the possibilities of using ethnographic studies as the foundation for a participant centered design approach. I have aimed for an inside view of my object of study both as an ethnographer and as a designer. One outcome of this approach is that I have come to understand virtual worlds not just as places but also as processes where the experience of participating can change drastically over time as the participant reaches new stages in the process.
In conclusion, the method of integrating ethnography with design and the understanding of social interaction as the fundamental building material is woven into a general approach to the study and design of socio-technical systems called social interaction design.
Bandermann, Elaine. "Engagement with text through social interaction". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape16/PQDD_0013/NQ27762.pdf.
Texto completo da fonteJakobsson, Mikael. "Virtual worlds & social interaction design /". Umeå : Department of Informatics,Umeå University, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-750.
Texto completo da fonteSalge, Christoph. "Information theoretic models of social interaction". Thesis, University of Hertfordshire, 2013. http://hdl.handle.net/2299/13887.
Texto completo da fonteBAFFA, AUGUSTO CESAR ESPINDOLA. "STORYTELLING BASED ON AUDIENCE SOCIAL INTERACTION". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25300@1.
Texto completo da fonteCONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
Ao contar uma história, o narrador usa toda sua habilidade para entreter a audiência. Esta tarefa não define apenas o ato de contar uma história, mas também a capacidade de compreender as reações do público durante a narração da história. Não é muito difícil adaptar uma história para um único individuo baseando-se em suas preferências e escolhas anteriores, porém, a tarefa de escolher o que é melhor para um grupo torna-se bastante complicada. A seleção por votação de uma maioria pode não ser eficiente pois descarta alternativas que foram consideradas secundárias por alguns indivíduos, mas que funcionariam melhor para o grupo em questão. Desta forma, a seleção descuidada dos eventos em uma história poderia causar a ruptura do grupo, fazendo com que algumas pessoas desistam de continuar assistindo pois não foram agradadas. Esta tese propõe uma metodologia para criar histórias adaptadas para a audiência com base em traços de personalidade e preferências de cada indivíduo. Como uma audiência pode ser composta de indivíduos com preferências semelhantes ou mistas, é necessário considerar uma solução de meio-termo com base nas opções individuais. Além disso, os indivíduos podem ter algum tipo de relação com os outros que influenciam suas decisões. O modelo proposto aborda todas as etapas da missão de agradar ao público. Deve inferir quais são as preferências, calcular a recompensa das cenas para todos os indivíduos, estimar as escolhas de forma independente e em grupo, e permitir sistemas de Storytelling Interativos encontrar a história que maximiza a recompensa esperada da audiência. O modelo proposto pode ser facilmente estendido a outras áreas que envolvem usuários interagindo com ambientes digitais.
To tell a story, the storyteller uses all his/her skills to entertain an audience. This task not only relies on the act of telling a story, but also on the ability to understand reactions of the audience during the telling of the story. It is not so difficult to adapt a story for a single individual based on his/her preferences and previous choices. However, the task of choosing what is best for a group becomes quite complicated. The selection by majority voting cannot be effective because it can discard alternatives that are secondary for some individuals, but that would work better for the group in question. Thus, the careless selection of events in a story could cause audience splitting, causing some people to give up keep watching because they were not pleased. This thesis proposes a new methodology to create tailored stories for an audience based on personality traits and preferences of each individual. As an audience may be composed of individuals with similar or mixed preferences, it is necessary to consider a middle ground solution based on the individual options. In addition, individuals may have some kind of relationship with others who influence their decisions. The proposed model addresses all steps in the quest to please the audience. It infers what the preferences are, computes the scenes reward for all individuals, estimates their choices independently and in group, and allows Interactive Storytelling systems to find the story that maximizes the expected audience reward. The proposed model can easily be extended to other areas that involve users interacting with digital environments.
Knox, Dean 1988. "Essays on networks and social interaction". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113488.
Texto completo da fonteCataloged from PDF version of thesis.
Includes bibliographical references (pages 161-169).
This dissertation presents new models and experimental designs for understanding network behavior and social interaction. The first paper develops a model for a new kind of data, "path data," that represents the sequential decisions made by actors navigating social, geographic, and other kinds of networks. The model is validated in a benchmark test, then used to measure sectarian influences in the ways that Sunni and Shia individuals navigate the streets of Baghdad in a smartphone-based field activity. The second paper uses a novel experimental design to examine the social network search patterns employed by both sects. Using smartphone and self-reported data, the paper shows that differing search strategies result in differential access to public services in Baghdad. The third paper presents a new model for measuring rhetorical style and other modes of speech in political deliberation. The model is validated in a benchmark test of conflictual speech in political debates.
by Dean Knox.
A Model for Path Data with Application to Sectarian Movement in Baghdad -- Experimental Evidence on Sect and Network Access to Services in Baghdad -- A Model for Classifying Mode of Speech in Political Deliberation -- Supporting materials for each paper.
Ph. D.
Hor, Joon Suk 1976. "Social interaction in collaborative engineering environments". Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80156.
Texto completo da fonteHampton, Christianne Parisi. "Social Interaction and Clinical Depressive Disorder". W&M ScholarWorks, 1995. https://scholarworks.wm.edu/etd/1539626006.
Texto completo da fonteYepez, Zuniga Jorge Enrique <1986>. "Four essays on social interaction models". Doctoral thesis, Università Ca' Foscari Venezia, 2017. http://hdl.handle.net/10579/12880.
Texto completo da fonteEl, Jed Mehdi. "Interactions sociales en univers virtuel : Modèles pour une interaction située". Phd thesis, Université Paul Sabatier - Toulouse III, 2006. http://tel.archives-ouvertes.fr/tel-00144856.
Texto completo da fonteDans notre approche, chaque utilisateur contrôle son propre avatar (représentation de l'utilisateur dans l'environnement virtuel) et peut prendre des décisions selon ses propres perceptions, son expertise et historique. La problématique de recherche devient donc d'offrir une solution pour maintenir un contexte d'interaction 'riche' lors de la collaboration.
Nous proposons des solutions qui permettent d'enrichir l'interaction sociale en univers virtuel. D'une part, l'interface proposée permet aux interactants d'exploiter leurs références indexicales (par exemple pointer de la main des objets de l'univers, orienter le regard vers une direction, etc.). D'autre part, notre modèle d'interaction sociale permet de produire automatiquement des comportements chez les avatars qui soient pertinents par rapport au contexte de l'interaction (par exemple distribuer le regard vers ses interlocuteurs, regarder les autres avatars en marchant, effectuer des expressions gestuelles en parlant, etc.).
Nous proposons également un modèle émotionnel pour simuler les états internes des personnages virtuels en interaction.
Ces modèles s'intègrent dans une architecture multi-agents capable de fusionner de façon 'réaliste' les actions intentionnelles décidées par l'acteur humain et les comportements non-intentionnels (produits par le modèle d'interaction sociale) comme les gestes, postures, expressions émotionnelles qui dépendent du contexte dans lequel évoluent les avatars.
Erlandsson, Fredrik. "On social interaction metrics : social network crawling based on interestingness". Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00596.
Texto completo da fonteRickardsson, Malin. "Samspel på förskolan- Barns sociala utveckling genom samspelen på förskolan./Interaction in preschool- Childrens social development through interaction in preschool". Thesis, Malmö högskola, Lärarutbildningen (LUT), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-34888.
Texto completo da fonteWier, Anne Thayer. "Altering socially rejected pre-kindergartners' social status and social behavior : an intervention strategy /". Full text (PDF) from UMI/Dissertation Abstracts International, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3008467.
Texto completo da fonteGalliger, Courtney C. "NAUGHTY OR NICE: SOCIAL INTERACTION ON THE SCHOOL BUS". Connect to this title online, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1148236809.
Texto completo da fonteLackner, Sharron L. "Chronic illness and social support, understanding interaction". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape10/PQDD_0032/NQ38482.pdf.
Texto completo da fonteClark-Miller, Kristi Marie. "The Adoptive Identity: Stigma and Social Interaction". Diss., Tucson, Ariz. : University of Arizona, 2005. http://etd.library.arizona.edu/etd/GetFileServlet?file=file:///data1/pdf/etd/azu%5Fetd%5F1374%5F1%5Fm.pdf&type=application/pdf.
Texto completo da fonteHawley, Zackary B. "Essays on Social Interaction and Urban Outcomes". Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/econ_diss/81.
Texto completo da fontePell, Christopher W. "Neighborhood Social Interaction in Public Housing Relocation". Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/sociology_diss/67.
Texto completo da fonteGreatbatch, David. "The social organisation of news interview interaction". Thesis, University of Warwick, 1985. http://wrap.warwick.ac.uk/34622/.
Texto completo da fonteXiong, Rebecca Wen Fei. "Visualizing information spaces to enhance social interaction". Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/9090.
Texto completo da fonteIncludes bibliographical references (p. 119-122).
Human beings are social animals. In real life, we are constantly in contact with others, whose activities help us decide where to go, what to see, and who to talk to. In information spaces like the World Wide Web (WWW), however, people cannot easily gain a sense of being with others, determine patterns of activities, nor find appropriate others to interact with. Our solution, LiveWeb, visualizes the underlying information structure and overlays the dynamic real-time presence of people. This live visualization serves as a basis for more effective interaction. LiveWeb has been deployed on a public Web site with over ten thousand hits a day. Experiments with real users of the system over several months have shown a strong preference for the presence display.
by Rebecca Wen Fei Xiong.
Ph.D.
Hutton, Debra Glenn. "Self-esteem and memory for social interaction". Case Western Reserve University School of Graduate Studies / OhioLINK, 1994. http://rave.ohiolink.edu/etdc/view?acc_num=case1057858174.
Texto completo da fonteTownsend, Sally Claycomb. "Being in first grade Consequential social interaction /". Related electronic resource: Current Research at SU : database of SU dissertations, recent titles available full text, 2007. http://wwwlib.umi.com/cr/syr/main.
Texto completo da fonteTrinh, Scott M. "Increasing Positive Social Interaction Among Kindergarten Students". BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/6468.
Texto completo da fonteGallo, Ignacio Alejandro <1981>. "An equilibrium approach to modelling social interaction". Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2009. http://amsdottorato.unibo.it/2126/1/gallo_ignacio_tesi.pdf.
Texto completo da fonteGallo, Ignacio Alejandro <1981>. "An equilibrium approach to modelling social interaction". Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2009. http://amsdottorato.unibo.it/2126/.
Texto completo da fonteMETS, ÕNNE. "Social Interaction and Discoverability of Digital Collections". Doctoral thesis, Università degli Studi di Milano-Bicocca, 2018. http://hdl.handle.net/10281/199181.
Texto completo da fonteThe dissertation “Users' Participation and Discoverability of Digital Collections” aims to investigate and clarify the relationships between social interaction and discoverability of digital collections in the context of a library and an archive. The activity theoretical approach is followed in the project and considers technology as a mediator in the context of social interaction. The research project addresses the knowledge gap in social research in the field of digital libraries. The research questions explore what is the framework for user interaction and how users interact under the set conditions with the archival and library collections in institutional catalogues and in Flickr. The British Library and the National Archives are studied on the basis of the document analysis of the 5 platforms in their use, statistical analysis of the attribution of over 744000 tags on those platforms, thematic analysis of four in-depth interviews with the staff members and 24 interviews with the visitors of the respective organisations. The results show that social tagging contributes to discoverability in four modes: in invisible mode (tags are not searchable, only taggers can see their own tags); in individual mode (attributed tags are meaningful only for the taggers, including tags for institutional workflows); in restricted mode (tags are searchable for all, but authentication for adding tags is restricted); in public mode (tags are searchable for all and everyone can add tags upon signing up). The contributions of the project include suggestions for organisations to improve user interaction, a sizable collection of systematised quotes by the staff members relevant for practitioners and research, a methodological note on the importance of completing statistical user studies with detailed document analysis, and an additional actor Resources is proposed for the activity theoretical framework of activity system.
Luff, Paul. "Computers and interaction : the social organisation of human-computer interaction in the workplace". Thesis, University of Surrey, 1997. http://epubs.surrey.ac.uk/742233/.
Texto completo da fonteDe, Jaegher Hanneke. "Social interaction rhythm and participatory sense-making : an embodied, interactional approach to social understanding, with some implications for autism". Thesis, University of Sussex, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.444348.
Texto completo da fonteHariri, Nizar. "Une approche critique du capital social : "travail" et "interaction" dans la théorie sociale". Aix-Marseille 1, 2007. http://www.theses.fr/2007AIX10045.
Texto completo da fonteCarrillo, Sonia. "Father-child interaction and its relation to children's interactions with peers /". Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.
Texto completo da fonteRaman, Shibu. "Social sustainability in the city : the relationship between density and social interaction". Thesis, Oxford Brookes University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.424588.
Texto completo da fonteZhang, Xiwen. "Designing for Stimulating Social Interaction in Outdoor Gym". Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420080.
Texto completo da fonteWebb, Melanie Jennifer. "Social interaction and attitudes towards computers in seniors /". Waterloo, Ontario : Wilfrid Laurier University, 2004. http://wwwlib.umi.com/cr/wlu/fullcit?pMQ96600.
Texto completo da fonteIncludes bibliographical references (l. 52-59). Issued also online via the World Wide Web ; full text files in PDF format available to WLU users. Available in microfiche format.
Nilsson, Cindy. "Computer-Supported Cooperative Work and Embodied Social Interaction". Thesis, University of Skövde, School of Humanities and Informatics, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-903.
Texto completo da fonteResearch in Computer-Supported Cooperative Work (CSCW) has identified a gap - the, so called, social-technical gap - between the wide range of human social interactions that CSCW ideally should support and what current technology actually does support. At the same time recent work in cognitive science and CSCW has begun to elucidate the multifarious roles that the body plays in cognitive processes as well as many forms of social interaction, e.g. gestures, pointing, eye-contact and bodily mimicry. The aim of this dissertation has been to analyse to what degree different aspects of embodied social interaction are supported by different types of synchronous, remote location CSCW technology, and to develop recommendations for future development concerning aspects of embodiment. For this purpose, a number of crucial aspects of embodied social interaction have been identified and about twenty CSCW systems - both research prototypes and commercial systems - have been analysed with respects to how well they support these different aspects. The analysis shows that most CSCW systems only support a very limited range of aspects of embodied social interaction.
Gransæther, Per Anton. "Privacy in Location aware Systems for Social Interaction". Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8894.
Texto completo da fonteSocial network services like Facebook, and instant messaging services like MSN Messenger have gained an enormous popularity in just a few years, and are undoubtedly popular among users.hat happens when these networks are combined with information about the users location? This masters thesis has investigated if people are willing to use systems that share the users location for the purpose of locating friends. It is also investigated if users of systems that shares their location behave in a different ways as a consequence of this location sharing. Finally, this thesis investigated if users of location sharing systems will get the feeling of loosing their personal privacy, and how privacy mechanisms can help the users not to get this feeling. These questions were investigated by developing a location-tracking social network service called The FriendRadar, which was developed for usage in Wireless Trondheim. Pupils from Trondheim Katedralskole were equipped with wireless devices to test the system in the environment. The logged data of the system was analysed and the users answered a questionnaire after the test period was completed. One user also participated in an interview. The results of these investigations show that the users did not use The FriendRadar very much, but according to the users answer to the questionnaire it seems that users are willing to use systems that share their location with others, if the benefit is that they can locate them back. It also indicates that the users do act in different ways because of the possibility to share their location. Users seem to use the fact that others can see their location deliberately to tell other their locations, but they do not avoid doing any actions. Further, it seems like spontaneous actions possibly can happen as a consequence of users seeing others location. Users of the system did not show concerns about privacy while using the system, but they could imagine this being a problem in a system with larger user mass. The most important privacy mechanisms for a future location-tracking systems, seems to be able to turn the system off and reciprocity in location sharing. Together these results shows that if the right amount of privacy mechanisms are implemented to a location-tracking system, the system can both be privacy preserving and useful for the users.
Sumaiya, Alam Mirza. "Social Interaction among Strangers : Boost by FriendFinder (FF)". Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-16590.
Texto completo da fonteReid, Sharicka. "Facebook, Youth, Sexting, and Implications of Social Interaction". UOIT, 2009. http://hdl.handle.net/10155/62.
Texto completo da fonte