Дисертації з теми "Social interaction"

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1

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.

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Online social media, such as Facebook, Twitter, and LinkedIn, provides users with services that enable them to interact both globally and instantly. The nature of social media interactions follows a constantly growing pattern that requires selection mechanisms to find and analyze interesting data. These interactions on social media can then be modeled into interaction networks, which enable network-based and graph-based methods to model and understand users’ behaviors on social media. These methods could also benefit the field of complex networks in terms of finding initial seeds in the information cascade model. This thesis aims to investigate how to efficiently collect user-generated content and interactions from online social media sites. A novel method for data collection that is using an exploratory research, which includes prototyping, is presented, as part of the research results in this thesis.   Analysis of social data requires data that covers all the interactions in a given domain, which has shown to be difficult to handle in previous work. An additional contribution from the research conducted is that a novel method of crawling that extracts all social interactions from Facebook is presented. Over the period of the last few years, we have collected 280 million posts from public pages on Facebook using this crawling method. The collected posts include 35 billion likes and 5 billion comments from 700 million users. The data collection is the largest research dataset of social interactions on Facebook, enabling further and more accurate research in the area of social network analysis.   With the extracted data, it is possible to illustrate interactions between different users that do not necessarily have to be connected. Methods using the same data to identify and cluster different opinions in online communities have also been developed and evaluated. Furthermore, a proposed method is used and validated for finding appropriate seeds for information cascade analyses, and identification of influential users. Based upon the conducted research, it appears that the data mining approach, association rule learning, can be used successfully in identifying influential users with high accuracy. In addition, the same method can also be used for identifying seeds in an information cascade setting, with no significant difference than other network-based methods. Finally, privacy-related consequences of posting online is an important area for users to consider. Therefore, mitigating privacy risks contributes to a secure environment and methods to protect user privacy are presented.
2

Antic, 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.

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Interactive light systems create unique opportunities for different kinds of social interactions in public places. This thesis explores movement as the main interaction to discover and create new ways of engaging in social interaction as well as to encourage people of different age groups to come together and participate. To further explore and answer the questions in mind, different field studies such as interviews and user tests were implemented to gather information on how the pedestrian’s thoughts and actions were. The outcome of these field studies showed that there is a slight shyness in the Swedish people and that they need to be encouraged to start socially interacting. Which through the presented prototype and its mechanics worked and allowed the participants to express their thoughts and feelings regarding an interactive light system that could encourage social interaction in public spaces.
3

Dodge, Cynthia Lynne. "Increasing social interaction in socially isolated preschool children." Scholarly Commons, 1987. https://scholarlycommons.pacific.edu/uop_etds/502.

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The purpose of this study was to improve social interaction and peer acceptance in socially isolated pre school children. It investigated whether children's stories a lone, and children' s stories paired with instrument playing led to improved peer ratings and an increase in social interaction during the following s mall group and large group free play periods . The subjects consisted of two groups of three children aged 3 - 5 years old . The study was conducted at two licensed preschools Monday through Friday in activity rooms. The children were selected on the basis of having the lowest scores on the Behavioral Observation device and by teacher referral. A Sociometric-Assessment device was a l so used pre-post to measure the change of peer social standing. Results of t he multiple baseline analysis across subjects showed that five of the six subjects had a greater overall increase in social interaction during the Books & Music treatment phase. Results of the Sociometric-Assessment measure showed a positive change (p< . 001) in the target subjects social standing among peers. Follow-up data suggested some maintenance of treatment effects . Given all of the positive changes, music educators and therapists should consider this type of intervention.
4

Miles, Lynden K. "Smiles, affordances, and social interaction." Thesis, University of Canterbury. Psychology, 2005. http://hdl.handle.net/10092/4765.

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This thesis describes a program of research designed to investigate the sensitivity of perceivers to the ontological distinctions between simulated expressions of happiness unrelated to positive emotional experience, or, posed smiles, and spontaneous, veridical expressions of positive affect, or, genuine smiles. Importantly, this research was conducted from within the theoretical framework of Gibsonian ecological psychology, an alternative approach to the information processing theories that dominate contemporary psychological theorising. Four experiments were conducted that employed an original set of ecologically valid facial displays generated specifically for the present research. In Experiments I a and 1 b, it was demonstrated that when jUdging from either photographs or video, participants could determine whether a smile reflected a positive emotional experience or not. Furthermore, for both of these studies, participants exhibited a bias toward misidentifying posed smiles that expose the teeth as genuine smiles. Experiment 2 also revealed findings consistent with the notion that perceivers are sensitive to the meaningful differences between posed and genuine smiles. In this study, participants were required to judge the valence of a series of target words, each of which was preceded by a briefly presented facial expression (i.e. a prime). The results of this study indicated that the identification of positive words was facilitated when preceded by a genuine smile, but not a posed smile. Experiment 3 was conducted to further investigate how such sensitivity may be manifest in regard to guiding effective social interaction. PartiCipants were required to play several rounds of the Prisoners' Dilemma game with partners (actually video recordings) exhibiting Xll either posed or genuine smiles. The results of this experiment indicated that genuine smiles facilitated cooperative interaction, but posed smiles did not. The results of all four experiments are discussed in terms of the functionality provided by accurate social perception with regard to the acquisition of information specifying the emotional state, and more broadly, the dispositional properties of conspecifics. Finally, these results will be considered in terms of the ecological conceptualisation of psychological activity, with an emphasis on the social affordances specified by posed and genuine smiles respectively.
5

Nyberg, Robert. "Social interaction with digital artefacts." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21812.

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6

Pallamin, Nico. "Social interaction in virtual reality." Toulouse 3, 2008. http://thesesups.ups-tlse.fr/331/.

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L'interaction sociale en univers virtuel est un domaine émergent en l'informatique et en sciences sociales. L'objectif de cette recherche était de qualifier ce qu'est une interaction sociale et d'identifier les conditions que doit fournir un environnement virtuel pour qu'effectivement, cette interaction sociale puisse se dérouler (se co-construire). Nous nous sommes particulièrement intéressés à la dimension non verbale de la communication ainsi qu'à l'articulation entre animation intentionnelle et non intentionnelle. Alors qu'une grande partie des travaux dans ce domaine est basée sur un paradigme d'interaction entre humain et avatar, notre approche concerne l'interaction entre des avatars animés par des humains. Notre objectif était d'identifier un ensemble de règles d'interaction susceptibles de respecter deux principes fondamentaux de l'interaction sociale : la réflexivité et l'indexicalité. C'est la mise en œuvre de ces deux principes qui permettent aux acteurs humains de co-construire le sens de leur interaction en temps réel. Plutôt que de représenter toutes les fonctions cognitives humaines, nous avons développé un moteur d'animation capable de reproduire la dimension dynamique de l'interaction sociale. Ce moteur permet de gérer la fusion entre l'animation intentionnelle produite par l'acteur humain et les animations autonomes de l'avatar. La validation de notre modèle est basée sur une analyse ethnométhodologique visant à comparer les interactions sociales entre interlocuteurs en situation réel et en univers virtuel
Virtual 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
7

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.

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8

Esbjörnsson, Mattias. "Enhanced social interaction in traffic /." Göteborg : IT University of Göteborg, 2005. http://catalogue.bnf.fr/ark:/12148/cb40113268r.

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9

Roberts, Lynne D. "Social interaction in virtual environments." Thesis, Curtin University, 2001. http://hdl.handle.net/20.500.11937/322.

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The rapid growth of the internet over the past decade has provided increasing opportunities for individuals to engage in computer-mediated social interaction in virtual environments. Despite this rapid growth there has been limited research into the way people use the Internet, and the effect Internet use has on their lives (Kraut, 1996). The overall aim in the research presented in this thesis was to explore how characteristics of the individual interact with characteristics of computer-mediated communication to enable socio-emotional communication and behaviour in social text-based virtual environments. Three studies are presented. Studies One and Two are qualitative studies of social interaction in two text-based, synchronous ('real time') virtual environments: MOOs (Multi User Dimensions, Object Oriented) and Internet Relay' Chat (IRC). Grounded Theory (Glaser & Strauss, 1967) methodology was used to develop formal theories of social interaction within these environments. Stage models of virtual environment use were developed that described changes in social interaction over time. In MOOs, changes in social interaction over time reflected the process of coming to terms with what was initially viewed by users as an alternative reality. In IRC the central feature of social interaction that emerged was the perceived ease of communication. This was attributed to the effortlessness of meeting a wide range of potential communication partners in a social context where the communication itself was simplified to text only communication. The hypotheses developed from the qualitative research in Studies One and Two were tested in Study Three. This was a longitudinal study of new Internet users that examined the bi-directional effects of personality characteristics and computer-mediated communication on behaviour. Personality measures were poor predictors of time spent in both 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.
10

Roberts, 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.

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The rapid growth of the internet over the past decade has provided increasing opportunities for individuals to engage in computer-mediated social interaction in virtual environments. Despite this rapid growth there has been limited research into the way people use the Internet, and the effect Internet use has on their lives (Kraut, 1996). The overall aim in the research presented in this thesis was to explore how characteristics of the individual interact with characteristics of computer-mediated communication to enable socio-emotional communication and behaviour in social text-based virtual environments. Three studies are presented. Studies One and Two are qualitative studies of social interaction in two text-based, synchronous ('real time') virtual environments: MOOs (Multi User Dimensions, Object Oriented) and Internet Relay' Chat (IRC). Grounded Theory (Glaser & Strauss, 1967) methodology was used to develop formal theories of social interaction within these environments. Stage models of virtual environment use were developed that described changes in social interaction over time. In MOOs, changes in social interaction over time reflected the process of coming to terms with what was initially viewed by users as an alternative reality. In IRC the central feature of social interaction that emerged was the perceived ease of communication. This was attributed to the effortlessness of meeting a wide range of potential communication partners in a social context where the communication itself was simplified to text only communication. The hypotheses developed from the qualitative research in Studies One and Two were tested in Study Three. This was a longitudinal study of new Internet users that examined the bi-directional effects of personality characteristics and computer-mediated communication on behaviour. Personality measures were poor predictors of time spent in ++
both 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.
11

Pitt-Perez, Olivia. "Social landscapes: social interaction fostering a healthier lifestyle." Kansas State University, 2014. http://hdl.handle.net/2097/17751.

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Master of Landscape Architecture
Department 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.
12

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.

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Thesis (Ph. D.)--University of Oregon, 2007.
Typescript. 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.
13

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.

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14

Jakobsson, 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.

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This 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.

15

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.

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16

Jakobsson, 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.

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17

Salge, Christoph. "Information theoretic models of social interaction." Thesis, University of Hertfordshire, 2013. http://hdl.handle.net/2299/13887.

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This dissertation demonstrates, in a non-semantic information-theoretic framework, how the principles of 'maximisation of relevant information' and 'information parsimony' can guide the adaptation of an agent towards agent-agent interaction. Central to this thesis is the concept of digested information; I argue that an agent is intrinsically motivated to a.) process the relevant information in its environment and b.) display this information in its own actions. From the perspective of similar agents, who require similar information, this differentiates other agents from the rest of the environment, by virtue of the information they provide. This provides an informational incentive to observe other agents and integrate their information into one's own decision making process. This process is formalized in the framework of information theory, which allows for a quantitative treatment of the resulting effects, specifically how the digested information of an agent is influenced by several factors, such as the agent's performance and the integrated information of other agents. Two specific phenomena based on information maximisation arise in this thesis. One is flocking behaviour similar to boids that results when agents are searching for a location in a girdworld and integrated the information in other agent's actions via Bayes' Theorem. The other is an effect where integrating information from too many agents becomes detrimental to an agent's performance, for which several explanations are provided.
18

BAFFA, 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.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
CONSELHO 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.
19

Knox, Dean 1988. "Essays on networks and social interaction." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113488.

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Thesis: Ph. D., Massachusetts Institute of Technology, Department of Political Science, 2017.
Cataloged 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.
20

Hor, Joon Suk 1976. "Social interaction in collaborative engineering environments." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80156.

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21

Hampton, Christianne Parisi. "Social Interaction and Clinical Depressive Disorder." W&M ScholarWorks, 1995. https://scholarworks.wm.edu/etd/1539626006.

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22

Yepez, Zuniga Jorge Enrique <1986&gt. "Four essays on social interaction models." Doctoral thesis, Università Ca' Foscari Venezia, 2017. http://hdl.handle.net/10579/12880.

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The present PhD dissertation explores the effects of social interactions on individual’s behaviour (at the micro level) and the collective equilibrium emerging (at the macro level). Social interactions refer to situations where the payoff or utility an individual receives from a given action depends directly on the choices of others. More precisely, the first chapter explores the role that social interactions have on natives’ attitudes towards migrants in Latin American countries. In addition, the effects of other economic motives are also explored. The results found evidence that conformity behaviour is a strong determinant of natives views towards migrants. The second chapter studies the effect that multiple equilibria, due to social interactions, have in the context of duopoly competition. More precisely, we model agents with heterogeneous preferences who decide to buy from one of the two firms on the market. The firms are differentiated by the strength of their social recognition. In this sense, we speak about firm-specific network effect: the firm with the higher parameter is perceived by consumers to have a higher social recognition (exert higher social pressure). The model formalizes a Bertrand economy, where in a two-stage game, firms simultaneously choose optimal prices, and then potential adopters decide upon their preferred technology. The market equilibrium obtained confirms intuition: the firm with the highest network effect exerts a higher social pressure on potential adopters and obtains a higher market share. Surprisingly, this outcome is not always observed: an excessive network effect may be detrimental for the strongest firm, which, eventually, can be thrown out of the market with a positive probability. This is due to the reinforcing effect of consumers’ behaviour that could deviate the competition in favour of the apparently weakest firm. The last part of this thesis consist in two chapters containing two independent extensions of the model developed in chapter 2. Especially, in chapter 3 firms are allowed to decide their level of differentiation (location). Therefore, on the first stage firm’s decide upon their differentiation, then their price, and finally consumers decide between the two products. For low levels of social interactions, we show that it is optimal for the firms to be highly differentiated. On the opposite, for high levels of social interactions, the opposite situation applies: firms offer the same standard product, although in this case, only one firm survives and monopolizes the market. Finally, chapter 4 focuses on the demand side of the market where an outside (not buying) option is offered to the consumers. Moreover, we benefit from this generalization to show an application of our model to the smartphone industry. Here we associate the concept of brand awareness to the definition of firm-specific network effects. As a case study, the model is calibrated with real data from the smartphone industry obtaining an estimate of the value of the brand awareness of two dominant brands.
23

El, 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.

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La recherche proposée s'intéresse au développement d'un modèle d'interaction sociale capable de prendre en compte, en univers virtuel collaboratif, une partie de la dimension émotionnelle et sociale des interactions humaines.
Dans 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.
24

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.

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With the high use of online social networks we are entering the era of big data. With limited resources it is important to evaluate and prioritize interesting data. This thesis addresses the following aspects of social network analysis: efficient data collection, social interaction evaluation and user privacy concerns. It is possible to collect data from online social networks via their open APIs. However, a systematic and efficient collection of online social networks data is still challenging. To improve the quality of the data collection process, prioritizing methods are statistically evaluated. Results suggest that the collection time can be reduced by up to 48% by prioritizing the collection of posts. Evaluation of social interactions also require data that covers all the interactions in a given domain. This has previously been hard to do, but the proposed crawler is capable of extracting all social interactions from a given page. With the extracted data it is for instance possible to illustrate indirect interactions between different users that do not necessarily have to be connected. Methods using the same data to identify and cluster different opinions in online communities have been developed. These methods are evaluated with the too Linguistic Inquiry and Word Count. The privacy of the content produced; and the users’ private information provided on social networks is important to protect. Users must be aware of the consequence of posting in online social networks in terms of privacy. Methods to protect user privacy are presented. The proposed crawler in this thesis has, over the period of 20 months, collected over 38 million posts from public pages on Facebook covering: 4 billion likes and 340 million comments from over 280 million users. The performed data collection yielded one of the largest research dataset of social interactions on Facebook today, enabling qualitative research in form of social network analysis.
25

Rickardsson, 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.

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Syftet med denna studie är kunna uppmärksamma det sociala deltagandet och utbytet som sker mellan barnen utifrån en interaktion i leken. Jag vill göra pedagoger medvetna om när samspel sker, hur samspelt ser ut samt dess betydelse för barns tidiga utveckling av ett socialt beteende, det vill säga att kunna delta i andras upplevelser och erfarenheter samt själv kunna delge upplevelser och erfarenheter, att föra en ömsesidig kommunikation.Lev Vygotskij och Daniel Stern beskriver hur och när barnen bli medvetna individer som börjar kunna delge samt delta i egna och andras upplevelser och erfarenheter genom samspel. Vygotskij talar om vad barnen klara av själv och tillsammans med andra medan Stern beskriver barnens utveckling av det interpersonella som behövs för att kunna förstå sig själv och andra.Jag har valt att genomföra en kvalitativ undersökning med observationer av tre- och fyraåringars lek på en förskola för att uppmärksamma deras samspel.I resultatet kom jag fram till att barnen lär sig förstå sin omvärld genom att pröva och utforska tillsammans, de kommer tillsammans fram till det som går att veta. Kommunikationen är en viktig del i att vara en social individ och denna kommunikation uppstår redan i tidig ålder då barn uttrycker sig genom kroppsspråket det vill säga blickar, minspel med mera. Denna kommunikation behövs för att barnen ska kunna utbyta och uppfatta varandra i ett samspel.Nyckelord: Förskola, samspel, lek, social utveckling, lärande
26

Wier, 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.

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27

Galliger, 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.

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28

Lackner, 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.

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29

Clark-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.

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30

Hawley, Zackary B. "Essays on Social Interaction and Urban Outcomes." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/econ_diss/81.

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This dissertation consists of two essays. The connecting theme for this body of work is social interaction. I define social interaction, for this dissertation, as non-market based face-to-face interaction between individuals where each is interested in a response. The first contribution investigates the relationship between social interaction and neighborhood population density. I use the exogenous variation in a set of geological instruments to predict the neighborhood population density. The results suggest that an increase in neighborhood population density increases some types of social interaction. The second contribution brings social interaction into a standard urban consumer theory model, the Alonso-Muth model.
31

Pell, Christopher W. "Neighborhood Social Interaction in Public Housing Relocation." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/sociology_diss/67.

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Nationwide, housing authorities demolish public housing communities and relocate the existing residents in an attempt to create more favorable neighborhood environments and to promote safer and more efficacious social interactions for public housing residents. Yet, studies of public housing relocation do not find strong evidence of beneficial social interaction occurring between relocated residents and new neighbors. Despite increased safety and relative increase in neighborhood economic standing, studies find relocated residents socialize outside of their new neighborhoods or else limit existing neighborhood interactions as compared to living in public housing communities. This raises the question of why relocated residents either do or do not choose to interact with their new neighbors within their new residential settings. In an effort to answer this question, I have conducted a study focused on neighborhood social interactions using public housing residents relocated from six of Atlanta, Georgia’s public housing communities. As a backdrop to the study, I present relevant literature concerning both the study of neighborhoods and the study of prior relocation endeavors. I argue that neighborhoods do provide important social landscapes for attempting to benefit public housing residents, though more research and a different framework of analysis are needed in order to manifest theorized outcomes of relocation for all residents involved. I then employ the use of both quantitative survey data from 248 relocated residents and qualitative in-depth interview data from 40 relocated residents to provide further insight into social interaction patterns after relocation from Atlanta’s public housing. This research finds that prior to relocation residents in public housing communities differed in terms of their ideal zones of action and preferred levels of inclusion and engagement in the neighborhood setting and in terms of their surrounding community scene. By examining these different ideal-types of residents in detail, I argue that prior to moving the residents, a better fit between resident and neighborhood can be constructed by housing authorities such that more beneficial social interaction outcomes can be achieved overall in the relocation process.
32

Greatbatch, David. "The social organisation of news interview interaction." Thesis, University of Warwick, 1985. http://wrap.warwick.ac.uk/34622/.

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This thesis describes and analyses aspects of the social organisation of British news interview interaction. After a review of the sociological literature on the British news interview in Chapter 1, and a discussion of the evolution of news interviewing in Britain in Chapter 2, Chapter 3 argues that conversation analysis provides the appropriate analytical framework for the study of all forms of naturally occurring interaction. Using the techniques of conversation analysis, the next three chapters then focus on thtee central domains of news interview conduct: the organisation of turn-taking, the organisation of topic, and the organisation of disagreement. Chapter 4 proposes (i) that the news interview turn-taking system operates through a simple form of turn-type pre-allocation, and (ii) that this accounts for a range of systematic differences between news interviews and mundane conversation. Chapter 5 first explicates same of the types of work that interviewers accomplish through the production of questions which maintain or pursue the topical focus of preceding turns and sequences. It then examines same of the procedures which interviewees recurrently use in order to shift the focus of their talk away from the topical agendas which interviewers' questions establish for their turns. Chapter 6, describes how the patterning of disagreements in news interviews differs from that of disagreements in ordinary talk. In so doing, it argues that the fact that the organisation of disagreements in news interviews differs from that in conversation is largely a product of considerations which arise due to the turn-type pre-allocated character of news interview interaction. Finally, Chapter 7 explores the relationship of same of the features described in Chapters 4-6 to the background legal, institutional and other normative constraints on news interviewer/ee conduct.
33

Xiong, Rebecca Wen Fei. "Visualizing information spaces to enhance social interaction." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/9090.

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Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2000.
Includes 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.
34

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.

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35

Townsend, 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.

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36

Trinh, Scott M. "Increasing Positive Social Interaction Among Kindergarten Students." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/6468.

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The current literature lacks empirically-supported preventative approaches for kindergarten students who are socially withdrawn and behind in the development of social skills. Furthermore, parents are underutilized in interventions during this critical period of social development. In response to this need, a classroom-based intervention consisting of (a) social skills training, (b) self-evaluation and reinforcement, (c) home notes and parent involvement, and (d) adult mediation was implemented to increase the positive social engagement of three kindergarten students. The effects of this intervention were evaluated on the playground during recess using partial interval recording of target students’ positive or negative engagement with at least one peer. Improvements of social interactions on the playground were demonstrated by each target student during the implementation of the intervention, but only one student maintained these improvements in the follow-up phase. Future studies should investigate whether addressing the limitations of this study would yield stronger results with this under-identified population of students.
37

Gallo, Ignacio Alejandro <1981&gt. "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.

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The aim of this work is to put forward a statistical mechanics theory of social interaction, generalizing econometric discrete choice models. After showing the formal equivalence linking econometric multinomial logit models to equilibrium statical mechanics, a multi- population generalization of the Curie-Weiss model for ferromagnets is considered as a starting point in developing a model capable of describing sudden shifts in aggregate human behaviour. Existence of the thermodynamic limit for the model is shown by an asymptotic sub-additivity method and factorization of correlation functions is proved almost everywhere. The exact solution for the model is provided in the thermodynamical limit by nding converging upper and lower bounds for the system's pressure, and the solution is used to prove an analytic result regarding the number of possible equilibrium states of a two-population system. The work stresses the importance of linking regimes predicted by the model to real phenomena, and to this end it proposes two possible procedures to estimate the model's parameters starting from micro-level data. These are applied to three case studies based on census type data: though these studies are found to be ultimately inconclusive on an empirical level, considerations are drawn that encourage further refinements of the chosen modelling approach, to be considered in future work.
38

Gallo, Ignacio Alejandro <1981&gt. "An equilibrium approach to modelling social interaction." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2009. http://amsdottorato.unibo.it/2126/.

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The aim of this work is to put forward a statistical mechanics theory of social interaction, generalizing econometric discrete choice models. After showing the formal equivalence linking econometric multinomial logit models to equilibrium statical mechanics, a multi- population generalization of the Curie-Weiss model for ferromagnets is considered as a starting point in developing a model capable of describing sudden shifts in aggregate human behaviour. Existence of the thermodynamic limit for the model is shown by an asymptotic sub-additivity method and factorization of correlation functions is proved almost everywhere. The exact solution for the model is provided in the thermodynamical limit by nding converging upper and lower bounds for the system's pressure, and the solution is used to prove an analytic result regarding the number of possible equilibrium states of a two-population system. The work stresses the importance of linking regimes predicted by the model to real phenomena, and to this end it proposes two possible procedures to estimate the model's parameters starting from micro-level data. These are applied to three case studies based on census type data: though these studies are found to be ultimately inconclusive on an empirical level, considerations are drawn that encourage further refinements of the chosen modelling approach, to be considered in future work.
39

METS, ÕNNE. "Social Interaction and Discoverability of Digital Collections." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2018. http://hdl.handle.net/10281/199181.

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La ricerca “Users' Participation and Discoverability of Digital Collections” vuole indagare e chiarire le relazioni tra l’interazione sociale e la reperibilità delle raccolte digitali nel contesto di una biblioteca e di un archivio. Il progetto adotta l’approccio teorico della activity theory, assumendo la tecnologia come mediatore nel contesto dell’interazione sociale. Lo studio si pone l’obiettivo di colmare le lacune conoscitive della ricerca sociale sulle biblioteche digitali. Le domande di ricerca esplorano il quadro in cui si svolgono le interazioni degli utenti e come queste vengano siano soggette a condizionamenti definiti dalle raccolte di archivi e biblioteche in cataloghi istituzionali e in Flickr. La British Library e i National Archives sono studiati attraverso un’analisi documentale, a partire dalle 5 piattaforme utilizzate dalle due organizzazioni, un’analisi statistica dell’attribuzione di oltre 744000 tag presenti su tali piattaforme, e un’analisi tematica di quattro interviste in profondità con membri dello staff e di 24 interviste con visitatori delle rispettive organizzazioni. I risultati mostrano che l’uso sociale dei tag contribuisce alla reperibilità in quattro modi: in modo invisibile (se l’attribuzione del tag non è consultabile e solo l’autore può vedere le proprie attribuzioni); in modo individuale (se le attribuzioni sono significative solo per colui che le ha definite, compresi i tag funzionali all’organizzazione del lavoro); in modo limitato (se i tag sono consultabili da tutti ma vi sono restrizioni sulla registrazione per l’aggiunta di tag); in modo pubblico (se i tag sono consultabili da tutti e ciascuno può aggiungere tag dopo essersi registrato). Il progetto include contributi di vari tipi: considerazioni per le organizzazioni per migliorare l’interazione degli utenti, una considerevole raccolta di citazioni rilevanti per professionisti e per la ricerca, sistematizzate dai membri degli staff, una nota metodologica sull’importanza di integrare gli studi statistici sugli utenti con l’analisi documentale dettagliata, ed infine la proposta di un attore aggiuntivo del sistema dell’attività all’interno del quadro teorico dell’activity theory, definito Risorse.
The 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.
40

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/.

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41

De, 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.

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42

Hariri, Nizar. "Une approche critique du capital social : "travail" et "interaction" dans la théorie sociale." Aix-Marseille 1, 2007. http://www.theses.fr/2007AIX10045.

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Comment les membres d'un groupe peuvent-ils aboutir, à travers un processus décentralisé de décision, à un accord normatif sur l'action collective ? Le problème sociologique des normes trouve son équivalent en économie dans l'échec de l'offre des biens publics. Notre thèse présente une reconstruction des liens entre l'économie et la sociologie en s'appuyant sur le concept de "capital social". En plus de l'intérêt matériel, le langage ordinaire se révèle comme "medium" des interactions sociales. Nous confrontons l'approche instrumentale de J. S. Coleman et la sociologie critique de J. Habermas aux problèmes de coordination dans le milieu du travail. A l'aide d'une enquête sur le recouvrement des créances bancaires, nous apportons une réponse ergologique à la question de la régulation sociale. En passant du langage ordinaire au langage professionnel, nous posons l'acitivité "industrieuse" et l'activité "discursive" comme cadres pertinents pour l'analyse pluridisciplinaire de l'action collective.
43

Carrillo, 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.

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44

Raman, 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.

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45

Zhang, 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.

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In the world where the Internet has nearly linked people in every corner, for some people, the nearby places seem to disappear. It might also lead to the alienation of friends and neighbours. For addressing the disadvantages of the change, this study aims to design for stimulating social interaction in outdoor gyms that are distributed in most communities and parks. Towards this goal, I engaged in designing and evaluating a movement-based interaction project. I invited 5 participants to work as designers for generating design ideas, using reflecting somaesthetics and bodystorming design methods. The bodystorming braid was used for depicting how design ideas generated and evolved. Design ideas were packaged into 3 types of design solutions -- cooperative play, competition and just talking. The most practical solutions for each kind were selected for building prototypes. These prototypes were evaluated with Wizard-of-Oz techniques by 4 participants, followed by a focus group. The qualitative analysis surfaced the important factors that impacted social interaction and major users, including the target users, usage, interaction, and maintenance.
46

Webb, Melanie Jennifer. "Social interaction and attitudes towards computers in seniors /." Waterloo, Ontario : Wilfrid Laurier University, 2004. http://wwwlib.umi.com/cr/wlu/fullcit?pMQ96600.

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Thesis (M.A.)--Wilfrid Laurier University, 2004.
Includes 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.
47

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.

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Research 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.

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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.

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Social 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 user’s location? This master’s 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 other’s 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.

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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.

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Анотація:
This paper tries to explore that my designed software (FriendFinder) which I have done in my Design Project can be used to improve the social interaction rate among strangers. In today´s society human being make more interaction with technology in their daily life than before. It can be an easy way to use that technology to increase the social interaction among human beings. Many attempts were made and also some ongoing projects try to use the Smart Phone as a tool to increase the social interaction among strangers. In my designed project I also developed such software which will work along with the Smart Phone, to enhance the social interaction among strangers. In my designed application I have tried to design the functionalities which can be used in a public place i.e. café or bar and by using this application people can be able to interact with strangers easily, discover new people as friends and finally can be able to increase social interaction. To support the papers goal I have also conducted a field survey about my designed application’s possible demand and impact on mass people. In this paper I will also analyze the survey result.
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Reid, Sharicka. "Facebook, Youth, Sexting, and Implications of Social Interaction." UOIT, 2009. http://hdl.handle.net/10155/62.

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