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The YOUSAT project addresses the problem of attracting a younger audience to the Scandinavian alpine tundra region and similar Nordic regions for nature-based ecotourism experiences. The main objective is to create tourism services directed towards the younger generation as well as services based upon user-created content.
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The future of education in today's revolutionary digital world.
User-generated content. --- User-created content --- Electronic information resources --- Social media --- Wikipedia.
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À l'heure des nouvelles pratiques numériques inhérentes à notre hypermodernité, tout un chacun peut appuyer sur un bouton pour obtenir une image, mixer un son, rédiger un blogue et partager le contenu de sa réalisation. Qu'est-ce qui différencie dès lors une production artistique d'une production amateur ? Quelles sont les frontières qui séparent la culture populaire de la culture légitime dans ce vivier de créations hybrides partagées sur Internet ? En s'appuyant sur l'analyse de démarches artistiques réalisées sur le Web, cet ouvrage, rédigé par trois spécialistes de l'image, de la musique et des écritures numériques, entend aborder les productions numériques amateurs non plus seulement sous un angle sociologique ou économique, mais également sous l'angle de la dynamique esthétique qui les caractérise.
User-generated content. --- User-created content --- Electronic information resources --- Social media --- médias sociaux --- pratiques amateures --- création numérique --- réseaux sociaux --- internet
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Getting numbers is easy; getting numbers you can trust is hard. This practical guide by experimentation leaders at Google, LinkedIn, and Microsoft will teach you how to accelerate innovation using trustworthy online controlled experiments, or A/B tests. Based on practical experiences at companies that each run more than 20,000 controlled experiments a year, the authors share examples, pitfalls, and advice for students and industry professionals getting started with experiments, plus deeper dives into advanced topics for practitioners who want to improve the way they make data-driven decisions. Learn how to * Use the scientific method to evaluate hypotheses using controlled experiments * Define key metrics and ideally an Overall Evaluation Criterion * Test for trustworthiness of the results and alert experimenters to violated assumptions * Build a scalable platform that lowers the marginal cost of experiments close to zero * Avoid pitfalls like carryover effects and Twyman's law * Understand how statistical issues play out in practice.
Social media. --- User-generated content --- User-created content --- Electronic information resources --- Social media --- User-generated media --- Communication --- Social aspects.
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Internet --- Online identities. --- User-generated content --- Social aspects. --- User-created content --- Electronic information resources --- Social media --- Internet users --- Virtual identities --- Identity (Psychology) --- Identities
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This text considers the reasons behind the wild popularity of UContent (user-generated content) and makes strong arguments for cultivating it while serving as an overview, a status report, a primer, and a prognostication. In addition to the author's own UContent experiences, the book includes examples, insights, tips, and illustrations designed to help process, administer, and enjoy the UContent phenomenon.
User-generated content. --- Social media. --- Online social networks --- User-generated media --- Communication --- User-generated content --- User-created content --- Electronic information resources --- Social media --- Library applications.
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Drawing on an expanding array of intelligent web services and applications, a growing number of people are creating, distributing and exploiting user-created content (UCC) and being part of the wider participative web. This study describes the rapid growth of UCC and its increasing role in worldwide communication, and draws out implications for policy. Questions addressed include: What is user-created content? What are its key drivers, its scope and different forms? What are the new value chains and business models? What are the extent and form of social, cultural and economic opportunities and impacts? What are the associated challenges? Is there a government role, and what form could it take?
User-generated content. --- Web 2.0. --- Wikis (Computer science). --- World Wide Web. --- Web 2.0 --- User-generated content --- Wikis (Computer science) --- Social media --- World Wide Web --- Electrical & Computer Engineering --- Engineering & Applied Sciences --- Telecommunications --- Social aspects --- Social media. --- Social aspects. --- User-generated media --- WikiForums --- WikiWikiWebs --- User-created content --- Communication --- Forums (Discussion and debate) --- Web sites --- Electronic information resources --- Web --- Wikis (Informatique) --- Aspect social
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Cherchez n'importe quel mot sur Google... la première page de résultats, celle qui compte, vous renverra presque invariablement à un article de Wikipédia. Comment cette encyclopédie d'un nouveau genre s'est-elle installée comme une source universelle de connaissance, et désormais comme un réflexe intellectuel ? Quelles sont les nouvelles tendances sociétales révélées par Wikipédia ? S'agit-il d'un modèle qui préfigure la manière dont nous allons étudier, travailler, et même vivre ensemble ? peut-on parler d'une génération Wikipédia ? Wikipédia est-elle l'expression du soft power américain, une percée libérale dans le monde de la connaissance ou bien un authentique système collectiviste ? faut-il comprendre son fonctionnement comme celui d'une organisation politique ? Peut-on soumettre la production et la diffusion des connaissances à une nouvelle forme de démocratie ? L'utilisation de Wikipédia est devenue si courante qu'il était nécessaire de faire le point sur les chances et les risques liés à ces nouvelles pratiques. Il est indispensable de mesurer leur impact sur la recherche d'informations, la propriété intellectuelle ou l'économie de la connaissance, d'en retracer les bouleversements encore récents et d'esquisse ceux qui se préparent. Par une approche philosophique et sociologique, l'ouvrage vise une analyse impartiale de l'encyclopédie collaborative, et dévoile l'un après l'autre les enjeux de ce phénomène émergent, le rattachant aux tendances de fond de la modernité. Le phénomène Wikipédia, innovation majeure dans la production et la diffusion du savoir, permet également d'éclairer d'autres évolutions de la société contemporaine
Electronic encyclopedias --- Encyclopédies électroniques --- Wikipedia --- User-generated content --- Encyclopedias and dictionaries --- Internet --- Encyclopedias --- Information Dissemination --- Encyclopédies Encyclopedieën --- Internet Internet --- Culture générale Cultuur --- Sociologie Sociologie --- Encyclopédies électroniques --- Encyclopédies électroniques. --- User generated content --- User-created content --- Electronic information resources --- Social media --- Interactive encyclopedias --- Multimedia encyclopedias --- Online encyclopedias --- Electronic publications --- Electronic reference sources --- Wikipedia.
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"This book focuses on the study of the remarkable new source of geographic information that has become available in the form of user-generated content accessible over the Internet through mobile and Web applications. The exploitation, integration and application of these sources, termed volunteered geographic information (VGI) or crowdsourced geographic information (CGI), offer scientists an unprecedented opportunity to conduct research on a variety of topics at multiple scales and for diversified objectives. The Handbook is organized in five parts, addressing the fundamental questions: What motivates citizens to provide such information in the public domain, and what factors govern/predict its validity?What methods might be used to validate such information? Can VGI be framed within the larger domain of sensor networks, in which inert and static sensors are replaced or combined by intelligent and mobile humans equipped with sensing devices? What limitations are imposed on VGI by differential access to broadband Internet, mobile phones, and other communication technologies, and by concerns over privacy? How do VGI and crowdsourcing enable innovation applications to benefit human society? Chapters examine how crowdsourcing techniques and methods, and the VGI phenomenon, have motivated a multidisciplinary research community to identify both fields of applications and quality criteria depending on the use of VGI. Besides harvesting tools and storage of these data, research has paid remarkable attention to these information resources, in an age when information and participation is one of the most important drivers of development. The collection opens questions and points to new research directions in addition to the findings that each of the authors demonstrates. Despite rapid progress in VGI research, this Handbook also shows that there are technical, social, political and methodological challenges that require further studies and research."
Geographic information systems. --- Human computation. --- User-generated content. --- User-created content --- Electronic information resources --- Social media --- Crowdsourcing (Distributed artificial intelligence) --- Human-based computation --- Human computation systems --- Distributed artificial intelligence --- Human-computer interaction --- Geographical information systems --- GIS (Information systems) --- Information storage and retrieval systems --- Geography
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What is the value of user generated content in branding? Do social media activities such as brand communities and blogs rather harm or strengthen the brand? Ulrike Arnhold investigates these burning questions, introducing the concept of user generated branding. From a brand management perspective she analyses the impact of interactive marketing programmes in Web 2.0, evaluating user generated content as a tool of the brand communication mix. Her book provides not only a comprehensive empiric analysis but also managerial implications. Thus, this pioneer study will help both scholars and practitioners to gain a thorough understanding of the roots, strategies and applications of user generated content in branding.
Advertising. --- Branding (Marketing). --- Sales promotion. --- Commerce --- Business & Economics --- Marketing & Sales --- Product management. --- User-generated content. --- User-created content --- Brand management --- Management, Product --- Business. --- Management science. --- Marketing. --- Business and Management. --- Business and Management, general. --- Electronic information resources --- Social media --- Marketing --- Management --- Consumer goods --- Domestic marketing --- Retail marketing --- Retail trade --- Industrial management --- Aftermarkets --- Selling --- Trade --- Economics --- Quantitative business analysis --- Problem solving --- Operations research --- Statistical decision
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