The document discusses the evolution of the internet from Web 1.0 to Web 3.0. Web 1.0 allowed reading information, Web 2.0 enabled user interaction and content sharing, and Web 3.0 will make the internet omnipresent through simpler interfaces and broader searches. However, the increasing personalization of content through algorithms can form "filter bubbles" and subtly control what users see. This contributes to a hegemonic media landscape where certain ideologies are enforced without viewers realizing.
Facebook users check messages and updates before daily tasks like brushing teeth. Over 20% of users wake at night to check for new Facebook activity. The majority of frequent Facebook users are over 35 and prefer messages and posts to real conversations. More than 100 million access Facebook from phones, being twice as active as computer users.
The majority of users’ time online is spent with content; a great deal is also spent on email and social networks – two platforms where content can be shared. This study from AOL and Nielsen investigates the overlap between content and sharing to answer the question: Does content fuel the social web?
In a word, yes. 23% of all social media messages contain links to content. Plus, this doesn't account for downstream activity – responses to these messages such as comments and “likes.” What's more, it turns out sharing is a cross-platform activity, with the same people utilizing multiple means for distributing their favorite content.
So how can marketers, agencies, buyers and planners take advantage of content sharing? The study looks at the following key areas:
The amount of social media conversations that include content & brand mentions
The user’s motivations: What makes people want to share content?
Two main strategies for using content sharing to spread your brand’s message
Industry-specific information for autos, entertainment, finance and tech
Micah Allen: Zombies or Cyborgs: Is Facebook eating your brain?Seismonaut
Micah Allen er hjerneforsker og PhD studerende på Århus Universitet. Her fortæller han om sociale mediers indflydelse på hjernen til Headstart Morgenseminar d. 17. marts 2010.
Americans have drastically expanded their active communities online and offline. Their world is expanding and narrowing at the same time because of social media’s hyperlocalization quotient. And “cyberdisinhibition”—being more willing to behave online in ways they wouldn’t in person—has both emboldened users and led them to inappropriate behavior. These are among the findings from a nationwide study on social media conducted by Euro RSCG Worldwide. Despite buzz to the contrary, online social networking is having the effect of enhancing, not deteriorating, relationships among Americans. This new study, of 1,228 American social media users, found that by interacting through online media, consumers are more connected than ever.
Pokémon Go built an online community through connecting people exploring locally through augmented reality and encouraging contagion of the gaming experience on social media. The game motivated players to get outside and interact by making finding and capturing Pokémon dependent on physical location. It spread through word of mouth and social sharing of gaming experiences, with the hashtag #PokémonGo going viral. The mobile game succeeded in energizing and supporting its community through social objectives and strategic use of technology that facilitated real-world exploration and online discussion.
Pokémon Go built an online community through connecting people exploring locally through augmented reality and encouraging contagion of the gaming experience on social media. The game motivated players to get outside and interact by making capturing Pokémon a social experience and promoting sharing gameplay online, which spread excitement about discoveries and led many more people to start playing through word-of-mouth recommendations. Technology like geolocation and integration with platforms like YouTube helped enable these community-building strategies.
This document discusses how Pokémon Go successfully built its online community. It outlines that Pokémon Go is a free-to-play, location-based augmented reality game created by Niantic that uses GPS and encourages players to explore the real world. It was able to build its community by getting people connected through exploring together in the real world. Its objectives included getting people to encourage word-of-mouth advertising and stream on platforms like YouTube to inspire others. It employed a strategy of energizing, supporting and embracing its player base through in-game communities and encouraging them to share on social media using hashtags like #PokémonGo.
Facebook users check messages and updates before daily tasks like brushing teeth. Over 20% of users wake at night to check for new Facebook activity. The majority of frequent Facebook users are over 35 and prefer messages and posts to real conversations. More than 100 million access Facebook from phones, being twice as active as computer users.
The majority of users’ time online is spent with content; a great deal is also spent on email and social networks – two platforms where content can be shared. This study from AOL and Nielsen investigates the overlap between content and sharing to answer the question: Does content fuel the social web?
In a word, yes. 23% of all social media messages contain links to content. Plus, this doesn't account for downstream activity – responses to these messages such as comments and “likes.” What's more, it turns out sharing is a cross-platform activity, with the same people utilizing multiple means for distributing their favorite content.
So how can marketers, agencies, buyers and planners take advantage of content sharing? The study looks at the following key areas:
The amount of social media conversations that include content & brand mentions
The user’s motivations: What makes people want to share content?
Two main strategies for using content sharing to spread your brand’s message
Industry-specific information for autos, entertainment, finance and tech
Micah Allen: Zombies or Cyborgs: Is Facebook eating your brain?Seismonaut
Micah Allen er hjerneforsker og PhD studerende på Århus Universitet. Her fortæller han om sociale mediers indflydelse på hjernen til Headstart Morgenseminar d. 17. marts 2010.
Americans have drastically expanded their active communities online and offline. Their world is expanding and narrowing at the same time because of social media’s hyperlocalization quotient. And “cyberdisinhibition”—being more willing to behave online in ways they wouldn’t in person—has both emboldened users and led them to inappropriate behavior. These are among the findings from a nationwide study on social media conducted by Euro RSCG Worldwide. Despite buzz to the contrary, online social networking is having the effect of enhancing, not deteriorating, relationships among Americans. This new study, of 1,228 American social media users, found that by interacting through online media, consumers are more connected than ever.
Pokémon Go built an online community through connecting people exploring locally through augmented reality and encouraging contagion of the gaming experience on social media. The game motivated players to get outside and interact by making finding and capturing Pokémon dependent on physical location. It spread through word of mouth and social sharing of gaming experiences, with the hashtag #PokémonGo going viral. The mobile game succeeded in energizing and supporting its community through social objectives and strategic use of technology that facilitated real-world exploration and online discussion.
Pokémon Go built an online community through connecting people exploring locally through augmented reality and encouraging contagion of the gaming experience on social media. The game motivated players to get outside and interact by making capturing Pokémon a social experience and promoting sharing gameplay online, which spread excitement about discoveries and led many more people to start playing through word-of-mouth recommendations. Technology like geolocation and integration with platforms like YouTube helped enable these community-building strategies.
This document discusses how Pokémon Go successfully built its online community. It outlines that Pokémon Go is a free-to-play, location-based augmented reality game created by Niantic that uses GPS and encourages players to explore the real world. It was able to build its community by getting people connected through exploring together in the real world. Its objectives included getting people to encourage word-of-mouth advertising and stream on platforms like YouTube to inspire others. It employed a strategy of energizing, supporting and embracing its player base through in-game communities and encouraging them to share on social media using hashtags like #PokémonGo.
Generation V refers to today's digital natives - those born in the late 20th/early 21st century who have grown up with the internet and social media. They are always connected online through various devices and participate heavily in user-generated online communities and content creation. While technology may seem intuitive to them, they don't necessarily understand the underlying workings. Their online identities and interactions emphasize collaboration over solely individual recognition or achievement.
The document discusses quantifying influence on social media. It summarizes a roundtable discussion on developing metrics to measure an individual's online influence across multiple platforms like blogs, Facebook, Twitter, etc. Key points discussed include: defining influence, identifying different types of influential users like "meme starters" and "spreaders", and whether marketers should target influencers or the easily influenced masses to maximize impact. The document aims to further the conversation on measuring online influence rather than propose a single solution.
Noise about nothingness - the Disconnected consumerDr Mariann Hardey
This document summarizes an exploratory study on "disconnected consumers" and their reactions to eMarketing content. [1] It describes interviews with 50 consumers who identified as disconnected from some marketing messages. [2] The study found that disconnection is a nuanced concept, as consumers aim to manage their connections and exposure to marketing while still maintaining social relationships. [3] Some consumers deliberately isolate themselves from marketing messages to avoid intrusions into personal spaces, though they do not disconnect socially.
The document provides an overview of a webinar on social media tips, success stories, and strategy for the automotive industry. It includes the following sections: industry stats on social media use and campaigns; industry news such as Google's response to fake reviews and changes to Facebook profiles; upcoming industry events like the NADA convention; examples of client success stories using social media; and tips for automotive companies on using social media platforms like Twitter and video. The webinar aims to help automotive businesses better utilize social media.
From Grassroots to Grasstops: Social Media for Advocacy and Public AffairsRyan Cohn
The document discusses the history and growth of social media and its use for advocacy and public affairs. It provides examples of successful social media case studies and outlines a social campaign model. Additionally, it offers advice on creating engaging content through the use of images, short text posts between 9-10pm, and spreading ideas like memes from person to person.
This webinar provided an overview of social media strategies and success stories for the automotive industry. It discussed key industry statistics showing growth in social media and provided examples of how automotive companies are using social platforms. The webinar outlined several success stories of automotive brands that saw increases in website traffic and sales by engaging customers on social media. It concluded with tips for automotive marketers, emphasizing the importance of listening to customers and committing ongoing resources to see results from social media strategies.
The document discusses some of the negative impacts of social media, including cyberbullying and catfishing. It provides statistics showing that cyberbullying is common, with 43% of children reporting being bullied online and 1 in 4 saying it happened more than once. Catfishing, where people pretend to be someone else online, is also discussed. The document suggests that both cyberbullying and catfishing stem from issues like loneliness, low self-esteem, and a desire to harm others. While social media allows people to connect, it can also encourage people to create fake personas and identities online.
The document discusses social media and its various forms and uses. It defines social media as online tools that allow people to publish, communicate and share content, including blogs, wikis, photos and social networking sites. Social networking sites allow users to create profiles and connect with others. The document also discusses how social media enables discussion, feedback and sharing of information among interested parties. It notes social media is linked to other sites, resources and people.
Assignment #12 (iiiii) (p1)planning for documentaryAbc Abc
This document outlines the structure for a documentary series and individual episodes examining social media and its influence. The series introduction would discuss how social media controls information and different media platforms. Individual episodes would focus on topics like censorship, the evolution of the internet, and algorithms tailoring search results. Each episode follows a similar structure of introduction, beginning, middle, and end sections. Public interviews, animations, and expert analysis are incorporated throughout to explore how social media both promotes democracy and acts as a tool of control.
This webinar discusses social media strategies and success stories for the automotive industry. It includes the following sections: industry statistics on social media usage; industry news such as award winners and creative campaigns by companies like Mini, Southwest Airlines, and the NFL; and client success stories such as those of the New York Jets. The webinar provides tips and strategies for automotive companies to effectively use social media.
What makes content go viral, Virality of contenHisham Idrees
1. The document discusses why some online content goes viral and others do not. It examines both content-based reasons, such as evoking strong emotions, and method-based reasons, like using viral marketing techniques.
2. Key factors that make content viral include arousing positive or negative emotions, being distinctive, involving celebrities, and having potential to be passed along. Effective viral marketing strategies use social media sharing and create a "buzz".
3. The medium of video is particularly conducive to going viral since it is easily shared and participatory, allowing people to comment and interact with the content.
Multitasking in the Digital World and Its Effects B_Haslam
The document discusses the effects of multitasking in the digital world. It notes that with various forms of media being integrated together, there are cognitive effects on people from taking in multiple forms of information at once. Some research has found that high media multitaskers performed better when working with distractions compared to focusing on one task. However, prolonged media use without breaks can lead to withdrawal-like symptoms, and heavy social media use has been linked to poor mental health in teens. In conclusion, while multimedia platforms allow for enhanced information sharing and interaction, they also come with disadvantages regarding addiction.
Thinking in networks: what it means for policy makers – PDF 2014Alberto Cottica
Network thinking is increasingly being adopted by policy makers, even at senior level. We explore what is driving this change, and what its long-term consequences might be in a society where "smart swarms" are becoming important, and public policy is being enacted by agents other than the state. Keynote given to Personal Democracy Forum Italy in Rome, September2014.
Pokémon Go successfully built an online community by getting people connected in the real world. It used a location-based augmented reality mobile game that encouraged exploration to achieve its objectives. Players were inspired to get outside and socialize around finding Pokémon and gyms in real locations, spreading the game through word of mouth. The free-to-play game leveraged GPS, social media hashtags, and its viral nature to easily connect people and fuel participation.
This website homepage contains navigation links to various interior pages including About, Services, Products, Cultivation and Contact pages. It also includes an About 2 page and Links section but provides no other descriptive content or information on the homepage.
Este documento contiene una lista de lugares y atracciones turísticas en Roma, Italia. Entre los lugares mencionados se encuentran el Coliseo, el Foro Romano, la Fontana di Trevi, la Piazza Navona, el Panteón, el Castillo Sant'Angelo, la Basílica de San Juan de Letrán, las Termas de Caracalla, la Basílica de San Pedro, la Capilla Sixtina y la Biblioteca Vaticana. La lista proporciona una visión general de los principales sitios históricos y culturales que un
This document provides information about Turkey, including:
1. Turkey's capital is Ankara and its official language is Turkish. It has a population of over 70 million people.
2. Turkish culture has its roots in the Islamic Ottoman Empire. Traditions include taking off shoes before entering homes and giving gold coins or red ties for births and circumcisions.
3. Popular Turkish drinks include ayran, boza, and sahlep which are consumed year-round but especially in winter.
Generation V refers to today's digital natives - those born in the late 20th/early 21st century who have grown up with the internet and social media. They are always connected online through various devices and participate heavily in user-generated online communities and content creation. While technology may seem intuitive to them, they don't necessarily understand the underlying workings. Their online identities and interactions emphasize collaboration over solely individual recognition or achievement.
The document discusses quantifying influence on social media. It summarizes a roundtable discussion on developing metrics to measure an individual's online influence across multiple platforms like blogs, Facebook, Twitter, etc. Key points discussed include: defining influence, identifying different types of influential users like "meme starters" and "spreaders", and whether marketers should target influencers or the easily influenced masses to maximize impact. The document aims to further the conversation on measuring online influence rather than propose a single solution.
Noise about nothingness - the Disconnected consumerDr Mariann Hardey
This document summarizes an exploratory study on "disconnected consumers" and their reactions to eMarketing content. [1] It describes interviews with 50 consumers who identified as disconnected from some marketing messages. [2] The study found that disconnection is a nuanced concept, as consumers aim to manage their connections and exposure to marketing while still maintaining social relationships. [3] Some consumers deliberately isolate themselves from marketing messages to avoid intrusions into personal spaces, though they do not disconnect socially.
The document provides an overview of a webinar on social media tips, success stories, and strategy for the automotive industry. It includes the following sections: industry stats on social media use and campaigns; industry news such as Google's response to fake reviews and changes to Facebook profiles; upcoming industry events like the NADA convention; examples of client success stories using social media; and tips for automotive companies on using social media platforms like Twitter and video. The webinar aims to help automotive businesses better utilize social media.
From Grassroots to Grasstops: Social Media for Advocacy and Public AffairsRyan Cohn
The document discusses the history and growth of social media and its use for advocacy and public affairs. It provides examples of successful social media case studies and outlines a social campaign model. Additionally, it offers advice on creating engaging content through the use of images, short text posts between 9-10pm, and spreading ideas like memes from person to person.
This webinar provided an overview of social media strategies and success stories for the automotive industry. It discussed key industry statistics showing growth in social media and provided examples of how automotive companies are using social platforms. The webinar outlined several success stories of automotive brands that saw increases in website traffic and sales by engaging customers on social media. It concluded with tips for automotive marketers, emphasizing the importance of listening to customers and committing ongoing resources to see results from social media strategies.
The document discusses some of the negative impacts of social media, including cyberbullying and catfishing. It provides statistics showing that cyberbullying is common, with 43% of children reporting being bullied online and 1 in 4 saying it happened more than once. Catfishing, where people pretend to be someone else online, is also discussed. The document suggests that both cyberbullying and catfishing stem from issues like loneliness, low self-esteem, and a desire to harm others. While social media allows people to connect, it can also encourage people to create fake personas and identities online.
The document discusses social media and its various forms and uses. It defines social media as online tools that allow people to publish, communicate and share content, including blogs, wikis, photos and social networking sites. Social networking sites allow users to create profiles and connect with others. The document also discusses how social media enables discussion, feedback and sharing of information among interested parties. It notes social media is linked to other sites, resources and people.
Assignment #12 (iiiii) (p1)planning for documentaryAbc Abc
This document outlines the structure for a documentary series and individual episodes examining social media and its influence. The series introduction would discuss how social media controls information and different media platforms. Individual episodes would focus on topics like censorship, the evolution of the internet, and algorithms tailoring search results. Each episode follows a similar structure of introduction, beginning, middle, and end sections. Public interviews, animations, and expert analysis are incorporated throughout to explore how social media both promotes democracy and acts as a tool of control.
This webinar discusses social media strategies and success stories for the automotive industry. It includes the following sections: industry statistics on social media usage; industry news such as award winners and creative campaigns by companies like Mini, Southwest Airlines, and the NFL; and client success stories such as those of the New York Jets. The webinar provides tips and strategies for automotive companies to effectively use social media.
What makes content go viral, Virality of contenHisham Idrees
1. The document discusses why some online content goes viral and others do not. It examines both content-based reasons, such as evoking strong emotions, and method-based reasons, like using viral marketing techniques.
2. Key factors that make content viral include arousing positive or negative emotions, being distinctive, involving celebrities, and having potential to be passed along. Effective viral marketing strategies use social media sharing and create a "buzz".
3. The medium of video is particularly conducive to going viral since it is easily shared and participatory, allowing people to comment and interact with the content.
Multitasking in the Digital World and Its Effects B_Haslam
The document discusses the effects of multitasking in the digital world. It notes that with various forms of media being integrated together, there are cognitive effects on people from taking in multiple forms of information at once. Some research has found that high media multitaskers performed better when working with distractions compared to focusing on one task. However, prolonged media use without breaks can lead to withdrawal-like symptoms, and heavy social media use has been linked to poor mental health in teens. In conclusion, while multimedia platforms allow for enhanced information sharing and interaction, they also come with disadvantages regarding addiction.
Thinking in networks: what it means for policy makers – PDF 2014Alberto Cottica
Network thinking is increasingly being adopted by policy makers, even at senior level. We explore what is driving this change, and what its long-term consequences might be in a society where "smart swarms" are becoming important, and public policy is being enacted by agents other than the state. Keynote given to Personal Democracy Forum Italy in Rome, September2014.
Pokémon Go successfully built an online community by getting people connected in the real world. It used a location-based augmented reality mobile game that encouraged exploration to achieve its objectives. Players were inspired to get outside and socialize around finding Pokémon and gyms in real locations, spreading the game through word of mouth. The free-to-play game leveraged GPS, social media hashtags, and its viral nature to easily connect people and fuel participation.
This website homepage contains navigation links to various interior pages including About, Services, Products, Cultivation and Contact pages. It also includes an About 2 page and Links section but provides no other descriptive content or information on the homepage.
Este documento contiene una lista de lugares y atracciones turísticas en Roma, Italia. Entre los lugares mencionados se encuentran el Coliseo, el Foro Romano, la Fontana di Trevi, la Piazza Navona, el Panteón, el Castillo Sant'Angelo, la Basílica de San Juan de Letrán, las Termas de Caracalla, la Basílica de San Pedro, la Capilla Sixtina y la Biblioteca Vaticana. La lista proporciona una visión general de los principales sitios históricos y culturales que un
This document provides information about Turkey, including:
1. Turkey's capital is Ankara and its official language is Turkish. It has a population of over 70 million people.
2. Turkish culture has its roots in the Islamic Ottoman Empire. Traditions include taking off shoes before entering homes and giving gold coins or red ties for births and circumcisions.
3. Popular Turkish drinks include ayran, boza, and sahlep which are consumed year-round but especially in winter.
Este documento proporciona información sobre Francia y Turquía. Resume los datos clave de cada país como su ubicación, capital, presidente, población e idioma oficial. También describe brevemente las regiones de cada país, atracciones turísticas populares, instrumentos musicales tradicionales, platos típicos y algunas celebridades famosas.
El documento habla sobre los desafíos que enfrentan las empresas para implementar sistemas de inteligencia artificial éticos y justos. Menciona que es difícil para las compañías crear estas tecnologías de manera responsable debido a factores como sesgos inconscientes en los datos de entrenamiento y la falta de diversidad entre los desarrolladores. También sugiere que las organizaciones deben hacer más para abordar estos problemas, como auditar sus sistemas de IA y aumentar la representación de grupos subrepresentados en sus equipos.
Turquía es una república parlamentaria laica ubicada en el suroeste de Asia y sureste de Europa. Limita con 8 países y tiene 81 provincias y 7 regiones. Su capital es Ankara, su idioma oficial es el turco y su moneda es la lira turca. El poder ejecutivo se divide entre el presidente y el primer ministro.
El documento presenta información sobre varias ciudades y lugares importantes de Turquía, incluyendo Estambul, Ankara, Izmir, Bursa, Mármaris, Capadocia, y Pamukkale. Describe lugares emblemáticos como mezquitas, palacios, puentes y paisajes naturales en cada ciudad, así como datos básicos sobre su importancia histórica, económica y cultural.
Este documento descreve um circuito turístico de 8 dias na Turquia, incluindo visitas à Capadócia, Konya e Riviera de Antália, com estadia em hotéis 5 estrelas. O pacote é oferecido pela ACP Viagens aos seus sócios e inclui transporte, alojamento, refeições e visitas a locais como o Vale de Göreme e o Teatro de Aspendos.
A Turquia é um país localizado na Ásia Ocidental e Sudeste da Europa. O país é governado pelo Partido da Justiça e Desenvolvimento desde 2002, que promoveu reformas econômicas e reduziu a inflação. A população turca é composta por diversos povos turcos e mostra variação física, com traços caucasóides e mongolóides. A economia turca é baseada nos serviços, indústria e agricultura.
Istambul é uma vibrante cidade turca com uma rica história e cultura, sendo anteriormente conhecida como Bizâncio e Constantinopla. A cidade é famosa por suas mesquitas monumentais como Santa Sofia e a Mesquita Azul, seus palácios como Topkapi, e o Grande Bazar, um mercado cheio de lojas e artesanato. Além disso, Istambul oferece uma culinária deliciosa, vistas deslumbrantes do Bósforo e uma atmosfera animada nos bairros como
Este documento proporciona información sobre Turquía, incluyendo su capital Ankara, idioma, religión, clima, sitios patrimoniales de la UNESCO como Estambul y sus atracciones como la Mezquita Azul y Santa Sofía, y la ciudad de Ankara como capital política del país. Ofrece detalles sobre la geografía, historia y cultura de Turquía.
The document discusses reflections on the world. It appears to be a blog post from a site called "ildy-ildy.blogspot.com" that may contain the author's thoughts and perspectives on various world issues and events. The summary is brief as the full document was not provided for context.
Istambul é a maior cidade da Turquia e foi capital de diversos impérios ao longo da história. O documento descreve alguns dos principais pontos turísticos de Istambul, como a Mesquita Azul, o Grande Bazar e a Ponte Galata, e fornece imagens destes locais.
Turquía es una república transcontinental ubicada en Europa y Asia. Tiene una población de aproximadamente 75 millones de habitantes y su economía se ha transformado de un sistema estatal a uno más basado en el mercado. La cultura turca tiene influencias de Anatolia, el Imperio Otomano y Occidente, y el fútbol es el deporte más popular.
In this session, we talk about the mobile and social web, and how it shapes economy, individual behavior and well-being, political events, and society as a whole.
This document discusses how social media affects personal life and the brain. It outlines both positive and negative impacts, such as how social media can improve memory but also disrupt sleep. While connecting with others online can be beneficial, heavy use may lead to distraction, loss of independent thought, and hypersensitivity from phone notifications. The key risks are overreliance on social comparisons, disruption of real-life socializing, and activation of brain's reward system in addictive ways from receiving likes online. Moderation of social media use is advised.
This document discusses how social media and technology have changed personal privacy and information security. It explores how businesses and governments now collect vast amounts of personal data from social media sites and online activities. This data collection often happens without users' knowledge or authorization. The document also examines how social media has changed communication behaviors. It recommends that privacy organizations educate the public on online privacy risks and lobby for laws to better protect individuals' information privacy.
The document discusses the issue of measuring influence on social media and some of the potential negative consequences. It provides examples of social media campaigns that backfired or had unintended consequences, such as discouraging genuine engagement and risk-taking in favor of superficial metrics. The document also discusses how social media can negatively impact children by increasing cyberbullying, narcissism, and risky behaviors.
The document discusses how technology has changed human behavior and development. It explores how increased technology usage has impacted childhood development, causing issues like reduced physical activity and increased psychological/behavioral disorders. However, more research is still needed to understand the relationships between technology and these impacts. The document also examines how constant connectivity through technology can reduce social skills and "social capital" by limiting meaningful interactions and connections with others.
This document summarizes and discusses several perspectives on the impact and implications of WikiLeaks and increased transparency enabled by technologies. It discusses how WikiLeaks has changed expectations around privacy and accountability for both public and private communications. Commenters note that it will become increasingly important for organizations and individuals to ensure their private communications and actions are consistent with their public statements and values. The document also references how increased transparency might impact management practices and force outdated institutions to change.
The document discusses how the Internet is decreasing individuality in society. It argues that large tech companies act as information gatekeepers and influence society through convenience and promoting popular ideas over individual thought. This shifts society away from high culture towards popular culture and decreases critical thinking. As a result, individuals are producing and consuming information instead of developing their own views. The document agrees with Siegel and Carr's perspectives that the Internet hinders individual thinking and promotes distraction, which delays deciphering important information and forming independent opinions. If not addressed, this loss of individuality could negatively impact the prosperity of society.
This was the second lunch presentation of DSVP's Social Innovation Series. The presentation "Social Media for a Cause" was given by Kim Young, the forest and the trees.
Social media has become a powerful tool for communication and building communities. It allows information to be shared among vast networks of connections, rather than just being pushed out to passive audiences, as was the case with traditional mass media. Key points:
- Social media gives control of information and communities to their members, who decide who and what is let in.
- Popular social platforms like Facebook and YouTube have hundreds of millions of active users and are growing rapidly.
- Financial institutions previously saw social media as a time-waster or security risk for employees, but it is now recognized that customers and employees are already using it, so institutions should consider how to join the conversation in a regulated way that protects customers and integrates with
Social media addiction is a growing issue, as people spend increasing amounts of time engaged with social media platforms. The document proposes a software solution that limits users' access to social media and posts their time spent offline on social media profiles, to encourage others toward de-addiction in a competitive manner. The solution aims to help users utilize their time more efficiently rather than wasting it on excessive social media use. It could help address issues like decreased focus on important tasks from overuse of social platforms.
Presentation a BGIedu (Bainbridge Graduate Institute) alumni workshop "Introduction to the Social Web". Topics included Shared Language, Definitions of Social Web, Social Networking, Social Media, Web 2.0, Blogs, etc.
The Social Life of the Internet of ThingsStephen Cox
What can social sciences tell us about designing for the internet of things (IOT)?
Imagine if you will that you have just discovered that some of your devices responsible for maintaining your health and wellbeing have been lying to you… They did it with good intentions; your scales were faking your weight loss and were in cahoots with your blood pressure monitor and step counter. They saw how happy you were when you felt like you were making progress so they decided to “help you” get to your goals faster.
Your phone let you in on their little secret. What would you do? Ditch your phone? Reward your phone for dobbing them in? Get them all out of your life and start again, with dumb objects?
Worse still, as a UX designer how are you going to deal with having to design for a world in which your products, objects and services will collaborate, communicate and share with each other. How can you create systems that not only react to human needs, but also potentially shape the behaviours of the people who are using them?
This document discusses Gen, a 28-year-old Singaporean woman who is highly engaged with social media and digital technologies. It summarizes how Gen lives her life primarily through social networking apps and does not engage with traditional media like newspapers or radio. The document then discusses some of the key trends and concepts related to digital media, social networks, and their influence on society, including how information and behaviors spread through social networks, the benefits and risks of social media, and emerging trends like mobility and big data.
The document discusses three theories related to predicting future trends: media systems dependency theory, social learning theory/social cognitive theory, and social information processing theory. Examples from 2012 are provided to illustrate these theories, including statistics on internet usage and social media growth. Possible futures are then presented that could emerge from continued trends related to these theories, such as a future with a single all-powerful computing device and a society divided into two distinct classes.
The document discusses how social interaction may change within the next 10 years due to technological advances like social media. It notes that social media has already revolutionized communication by allowing real-time connections anywhere and shared experiences through photos and posts. However, experts are split on whether future innovations will further improve social interaction or exacerbate existing issues like isolation, distraction, and cyberbullying. While social media allows greater sociability and community through easy sharing, concerns remain about its potential negative impacts, especially on children and teenagers, which may lead to increased regulation of social media platforms. The future effects of social media and new technologies on social interaction are difficult to predict fully.
The document discusses how social interaction may change within the next 10 years due to technological advances like social media. It notes that social media has already revolutionized communication by allowing real-time connections anywhere and shared experiences through photos and posts. However, experts are split on whether future innovations will further improve social interaction or exacerbate existing issues like isolation, distraction, and cyberbullying. While social media currently increases sociability and community through greater networking and information sharing, concerns remain about its potential negative impacts, especially on children and teenagers, which may lead to increased regulation of social media platforms. The future effects of social media and new technologies on social interaction are difficult to predict fully.
The document discusses social networking and its impact on society and culture. It provides background on the history of social networking sites and their increasing popularity among youth. It examines how social networks influence behaviors and attitudes, and both the positive and negative impacts on society, such as increased social interaction but also privacy and addiction concerns.
Collective intelligence refers to the ability of groups of people to solve problems smarter than any individual alone. Examples like Wikipedia show that large groups of people can work together to create and share knowledge without centralized control. As technology enables more connection and collaboration, collective problem solving will play a larger role in shaping decisions and progress in the 21st century compared to the 20th century model of top-down control and competition.
Gunalan Ranganahan is presenting a final year project on the negative impacts of social networking. The project will use projection mapping to demonstrate how social networking can negatively impact individuals and society through teasing. Research found that while users are aware of potential downsides, many underestimate the risks or become addicted. The presentation will last 2-5 minutes and use text, images, video, animation and sound effects to metaphorically portray social networking's downsides like privacy issues, stress on families, and addiction. The goal is to educate viewers on social media's realities beyond communication.
Similar to Assignment 10 group coursework presentation of research draft 2 part 1 (19)
This document contains drafts 1 through 5 of a double page newspaper advertisement spread. Each draft is a variation of the advertisement with the same basic elements - a double page spread for a newspaper advert.
The document summarizes feedback from 4 people ages 16-24 on a documentary about social media control. They were asked about their impressions, the main message, interest in future episodes, whether sound/music fit the topic, and effectiveness of the presenter. Overall, responses were positive with the main message seen as debate around social media's influence.
The document summarizes feedback from 4 people ages 16-24 on a documentary about social media control. They were asked about their impressions, the main message, interest in future episodes, whether the sound/music fit, and effectiveness of the presenter. Overall, responses were positive with the main message seen as debate around social media's influence.
Assignment 11 similar products, conventions & channel timeAbc Abc
The document outlines the conventions and channels being explored for a documentary. It discusses exploring Channel 5, its documentaries and sister channels 5* and 5USA. Channel 5 documentaries are unique and inform audiences without trying to impress a specific group. The document also explores conventions like introducing experts and using titles/animation. It examines the channels BBC One, Channel 4 and their target audiences and popular shows.
The document summarizes feedback from 4 people ages 16-24 on a documentary about social media control. They were asked about their impressions, the main message, interest in future episodes, whether sound/music fit the topic, and effectiveness of the presenter. Overall, responses were positive with the main message seen as debate around social media's influence.
The document summarizes feedback from 4 people ages 16-24 on a documentary about social media control. They were asked about their impressions, the main message, interest in future episodes, whether sound/music fit the topic, and effectiveness of the presenter. Overall, responses were positive with the main message seen as debate around social media's influence.
The document summarizes feedback from 4 people ages 16-24 on an ancillary draft for a documentary. When asked about the documentary topic based on the image, responses included technology taking over minds, the internet controlling society, and people becoming cyborgs or consumed by computers. Regarding watching the documentary, one said yes due to the alarming image while another said no due to lack of interest in online sites. On layout, one liked the continuing mouse while another said it was dull. Regarding the image relating to the topic, one recognized the Twitter page while others said no or it was misleading regarding cyborgs.
The document summarizes feedback from 4 people ages 16-24 on an ancillary document for a documentary. They were asked questions about what they thought the documentary was about based on the image and text, if the design caught their eye, and if the image related to the topic. Responses showed they thought it was about technology/internet control or cyborgs/robots based on the image of a person with a wire attached to their head. Opinions varied on if the design caught their eye and if the image related to the topic of social media.
The document summarizes feedback from 4 people ages 16-24 on a documentary about social media control. They were asked about their impressions, the main message, interest in future episodes, relevance of sound/music, and effectiveness of the presenter. Overall, the feedback was positive with respondents finding the topic current, presentation style engaging, and interest in learning more.
The document summarizes feedback from 4 people ages 16-24 on a documentary based on ancillary texts and an image. Overall, they thought the documentary would be about technology and social media overtaking society based on the image of a person connected to a computer by wires and blood, though some felt the image was misleading. Their opinions on watching it and the design were mixed.
The document summarizes feedback from 4 people ages 16-24 on an ancillary draft for a documentary. When asked about the documentary topic based on the image, responses included technology taking over minds, the internet controlling society, and people becoming cyborgs or consumed by computers. Regarding watching it, one said yes due to the alarming image while another said no due to lack of interest in online sites. On layout, one liked the mouse continuing to the end while another said it was dull. Regarding the image relating to the topic, one recognized the Twitter page while others said no or it was misleading regarding cyborgs.
The document summarizes feedback from 4 people ages 16-24 on an ancillary draft for a documentary. When asked about the documentary topic based on the image, responses included technology taking over minds, the internet controlling society, and people becoming cyborgs or consumed by computers. Regarding watching it, one said yes due to the alarming image while another said no due to lack of interest in online sites. On layout, one liked the mouse continuing to the end while another said it was dull. Regarding the image relating to the topic, one recognized the Twitter page while others said no or it was misleading regarding cyborgs.
Assignment 4 – analysis of tv documentary 2Abc Abc
The documentaries being compared are Catfish and Lifers. Catfish documents filmmakers' online friendship that leads to unexpected discoveries, while Lifers provides insight into life sentences in prison. Both documentaries use conventions like handheld footage, titles/credits, and interviews. Catfish develops the convention of supporting images through only showing the subject through photographs. Lifers uses ominous background music to set the tone.
Target audience research for documentary topicAbc Abc
The document discusses targeting a younger audience aged 25-35 for a documentary series about a social media topic. It notes that this age group is the most active on social media based on statistics, so they would be most interested in a topic concerning social media. Additionally, the younger generation has generally embraced social networking more than older generations, so the documentary will aim to engage this key target audience.
The document discusses concepts related to social media and control. It suggests that social media breaks traditional media chains of control, but also subtly invites people in and exerts control over how they express themselves. Various visual concepts are presented, such as strings holding shadows to represent subtle control and a blue hand gripping expression to symbolize Facebook's influence over what people say.
Filming took place on location inside Westfield Shopping Centre and outside the BBC studio. The film crew shot footage of the presenter walking outside the studio and filmed presenter parts inside the shopping centre. During filming, the script holder had to help Kaya read her lines from the script as they were too long to memorize.
The group had previously chosen a park as the filming location for their documentary on social media, but realized a park did not relate well to their topic. They decided to research more effective locations. Potential locations included Camden Town, Oxford Street, Hyde Park, and Covent Garden. Camden Town and Hyde Park were narrowed down as choices because they are well-known areas frequented by youth where socializing is common. Camden Town was ultimately selected because of its urban setting and many social places popular with youth.
Filming for the final draft of a documentary took place on location. Shots were captured of the presenter Joanne establishing the context of the documentary. Additional shots were filmed of people using phones to further set the scene. Various camera angles and shots were taken to make the establishing shots more interesting and compelling.
The document discusses plans for draft 3 of a double page spread and newspaper advert exploring the subtle control of social media. For the double page spread, shadow strings will be drawn onto an image instead of using actual ropes. This is to emphasize how social media control is subtle and unseen. For the newspaper advert, the plan is to create an image of a person with a computer screen for a head. Details are also provided on editing the images, actors, costumes, props, and location.
The document discusses using the animation website "Go Animate" to create an animation for a documentary. It explains that drawings and Prezi looked too amateur so an additional animation was needed. Go Animate allows users to create their own characters and scenes with backgrounds and text to help explain terms like "Hegemony" and "Democracy" for the audience. The site guides users through a process of selecting templates, characters, backgrounds, and adding dialogue to produce an animated scene.
13. Statistics
About a third of women between the ages of 18 and 34 go online to check their Facebook
messages and updates before brushing their teeth.
About 21% people from a group of 1605 that were questioned for the research admitted that
they woke up in the middle of the night to see if something new had happened on
Facebook.
Majority of Facebook-generation is older than 35, and it seems they prefer instant messages
and posts above real conversations.
More than 100 million people have Facebook on their cell phones, and they are twice as
active as those that use computers to visit Facebook.
14. How?
‘Edge Rank’ is the name of the algorithm which Facebook uses to determine what appears in
their users’ news feeds.
Determines which of your connections is the most important to you and thus appears most
frequently, and which kinds of content should appear higher than others.
Commenting on something or liking something automatically increases the likelihood of it
appearing on your news feed.
Campaign marketers use this to promote their products or ideologies.
Almost like a chain reaction, one thing will lead to another eventually creating what is
referred to as a filter bubble of all similar products.
15. Why?
With more people becoming addicted to Facebook it has become the perfect tool
used to subtlety control society.
This obsession comes from the constant improvements to the site to tailor to each
individual.
It is by controlling what appears on our news feed that higher powers can
manipulate the way we think and install certain ideologies.
This creates a very hegemonic form of social networking.
16. ‘Google’
When processing a search ‘Google’ looks at 57 signals to determine your results.
This means each person receives different search results according to certain criteria based
on them.
With everything becoming so personalised it has become harder to break free from our
typical ideologies and explore everything out there.
17. ‘Google’
What makes a multinational company as big as Google intervene in the security and social
policies of another sovereign state?
Obviously, the case is not as simple as corporate decision-making of a business, but an act
driven by other hidden factors.
Generally speaking, the major methods of Internet management include monitoring, filtering
and deleting unwanted content.
For instance, Google has filtered a lot of online posts on the ground that they are of racial
discrimination and anti-American rhetoric.
18. Algorithmic gate-keepers
The internet shows us what it thinks we want to see.
But is this what we need to see?
A ‘Filter Bubble’ is created.
This is basically your personal universe of information online, tailored specifically to you.
These algorithmic filters show up everywhere now, from our social networks to our Netflix
cue, and even the online newspapers we read.
19. The ethics of social media
Social media has been almost universally adopted by organizations as part of their marketing
activities.
It is vital that the ethics of controlling what people do and don't see is considered.
Ethical: Not Ethical:
To censor certain search results which could be Blocking certain search results because they
inappropriate for certain ages. don’t match previous searches.
Catering to certain individual results so that
Determining the difference between what
people don’t waste time searching for what
people want and what they need.
they want.
Making internet search results easier to Influencing or manipulating society through
navigate by tailoring them to specific specific search results, thus stopping people
individuals. from exploring a wider range of ideas and
enforcing certain ideologies.
20.
21. The Influence
of films
Movies and television are very much part of our daily life and so they have a tremendous
influence on our behaviour.
The reason is that we try to associate with what we see and search for similarities between
these characters and ourselves.
We come across many stories in movies which are influenced by real life situations. However,
the latest phenomenon that has been observed is that of life being influenced by Movies
or television.
There have been incidents in the last few years, of kids in some U.S. schools who opened fire
within their school campus, while trying to imitate some action movie stunts.
Also, research shows that violent behaviour among kids is increasing because of movies and
television.
22. The Influence
of films
"Excess of everything is bad." Thus, too much of television and movies is also bad for us, this
is specially in reference to "couch-potatoes" and "movie-buffs."
That's because the aim of a movie is to complete a story within a short span of 2 hours.
Because of this constraint, it is packed with lots of exaggerated emotion, drama, action and
comedy.
However, such sudden change in emotions has an adverse effect on human mind leading to
depression and related disorders.
23. The Influence
of films
Films that deal with socio-political questions, for instance, certainly have an impact upon
society.
When it comes to style and music, the film industry virtually dictates what the people in real
life will follow.
Certain phrases uttered by famous actors or interesting characters in film become buzz words
and catch phrases in American culture.
E.g. Such phrases as "Here's Looking at You Kid" from 1942's Casablanca is yet known today.
24. Control through films
Conspiracy Theory In A Nutshell…
World recession. Government want to fix How? – Make people
economy. spend their money.
Without knowing it Increase subconscious
Make people panic.
people will spend fear of 2012. (The end of
more money. the world)
World out of
recession.
25. The Influence
of films
Through films higher powers in society are able to influence the world.
This influence can be interpreted as a form of control.
People in society are manipulated into following certain ideologies.
This is a subtle form of control.
However it is control nonetheless.
Therefore films, which play a major part in the current media landscape, are a tool
used to the shape of ideas within society.
Thus films contribute to a hegemonic media landscape.
26.
27. The evolution of the web
Web 1.0 Web 2.0 Web 3.0
Could be considered the "read-only The social web consists of a number of A web service is a software
web." Basically, the early web allowed online tools and platforms where system designed to support
us to search for information and read people share their perspectives, computer-to-computer
it. opinions, thoughts and experiences. interaction over the Internet.
There was very little in the way of Web services are not new and
Web 2.0 applications tend to interact
user interaction or content usually take the form of an
much more with the end user.
contribution. Application Programming
Interface (API).
This is exactly what most websites We are no longer satisfied with just
wanted: Their goal was to establish watching or listening to media products Broader searches for information
an online presence and make their but actually want to voice our own through simpler interfaces.
information available to anyone. opinion.
29. The evolution of the web
Fundamental discoveries in optical networking that allowed more bandwidth to be obtained from
deployed fibre-optic cables.
New standards for wired and wireless link technologies (such as 100 gigabit Ethernet and LTE).
New congestion control algorithms, improved security infrastructures: these are all examples of
the kind of evolution that most users don’t see.
30. Hegemony through the internet
The more the internet develops the stronger the grip on society.
With Web 3.0 culture the internet is becoming omnipresent.
It will be all around us.
This means whoever controls how its works ultimately controls society.
Thus the Internet strongly contributes to a very hegemonic overall
media landscape.
31. democratic or hegemonic?
Democratic: Hegemonic:
We can post whatever we want including videos on The content of our search results is controlled by
topics of our choice. internet algorithms.
We are able to view the work of others and share our Algorithms form a ‘Filter Bubble’ which stops us
opinions as well as hearing the opinions of others. seeing all that is available.
Sites such as ‘Wikipedia’ which are extremely popular If we aren't being shown everything available we
can be edited by members of the public. cannot make clear judgments thus we are be subtly
manipulated.
Web 2.0 culture has increased audience participation Films are used as a tool to send out certain
and made us more active rather than passive. messages to the public, therefore enforcing certain
ideologies in a sly way.