This document analyzes user-generated internet videos and flash animations to identify design lessons that can help digital media professionals. It finds that traditional evaluation methods like ratings are insufficient for fully understanding emotional responses. An analysis of physiological and emotional response data revealed that setting accurate expectations prior to content helps encourage positive engagement. Viewers responded positively to emotionally rich content that provided satisfying conclusions. Appealing to viewers' empathy and interests also promoted engagement. The study demonstrates the value of holistic measurement systems for providing feedback to improve digital media design.
Understanding Affective Interaction: Emotion, Engagement, and Internet VideosTyler Pace
As interest in experience and affect in HCI continues to grow, particularly with regard to social media and Web 2.0 technologies, research on techniques for evaluating user engagement is needed. This paper presents a study of popular Internet videos involving a mixed method approach to user engagement. Instruments included physiological measures, emotional self-report measures, and personally expressive techniques, such as open-ended prose reviews. Using triangulation to interpret the results, we describe relationships among perceived emotion, experienced emotion, video preference, and contextual factors.
Visual Representations in High School EdublogsIOSR Journals
This document discusses a survey conducted on educational bloggers from high schools to understand their use and preferences around visual and verbal content in blogs. The key findings were:
- Teachers made up the majority of respondents, followed by other educational stakeholders and students.
- Most respondents preferred making their blogs unique through verbal/written content rather than visuals like graphics and photos.
- Student blogs exhibited more creativity and experimentation with colors compared to blogs by more experienced bloggers.
- While respondents acknowledged visuals can make blogs more engaging, they prioritized well-researched written content in making blogs interesting.
Consumers' online video viewing habits have become more sophisticated in recent years. They now watch video across multiple devices and frequently multi-task while viewing. Tablets have seen especially strong growth for video consumption and multi-tasking. While consumers are still willing to pay for subscriptions, they expect higher quality experiences and want more control over content selection and cost. Broadcasters have made progress gaining consumer trust as confusion persists over accessing online video on televisions.
OTOinsights "An Analysis of Digg.com Engagement and User Behavior"One to One
This study presents an analysis of user engagement with social media via Digg.com. Understanding the behavior of Digg.com users will help marketers to better represent and promote their material on Digg.com as well as provide insights into the practices of social media users in general.
Don Smith from General Mills presented on how the company leverages social media. He discussed how social media allows for constant listening to consumers and responding quickly to issues. General Mills uses social media to monitor discussions around recalls and issues. The company also uses social media to foster online brand communities and leverage those connections for innovation through an open innovation platform called G-win. Social media is crucial for General Mills to understand consumers' interests and collaborate with them.
Collective Intelligence is defined very broadly as
groups of individuals doing things collectively that seem intelligent. Identifying classifications and examples of crowdsourcing.
In this webinar, we'll dive into the state of video accessibility in 2019. We'll explore the most popular ways people are captioning their content - and whether they are even captioning at all. We'll cover automatic captions, social media captioning, video accessibility trends, and so much more.
Understanding Affective Interaction: Emotion, Engagement, and Internet VideosTyler Pace
As interest in experience and affect in HCI continues to grow, particularly with regard to social media and Web 2.0 technologies, research on techniques for evaluating user engagement is needed. This paper presents a study of popular Internet videos involving a mixed method approach to user engagement. Instruments included physiological measures, emotional self-report measures, and personally expressive techniques, such as open-ended prose reviews. Using triangulation to interpret the results, we describe relationships among perceived emotion, experienced emotion, video preference, and contextual factors.
Visual Representations in High School EdublogsIOSR Journals
This document discusses a survey conducted on educational bloggers from high schools to understand their use and preferences around visual and verbal content in blogs. The key findings were:
- Teachers made up the majority of respondents, followed by other educational stakeholders and students.
- Most respondents preferred making their blogs unique through verbal/written content rather than visuals like graphics and photos.
- Student blogs exhibited more creativity and experimentation with colors compared to blogs by more experienced bloggers.
- While respondents acknowledged visuals can make blogs more engaging, they prioritized well-researched written content in making blogs interesting.
Consumers' online video viewing habits have become more sophisticated in recent years. They now watch video across multiple devices and frequently multi-task while viewing. Tablets have seen especially strong growth for video consumption and multi-tasking. While consumers are still willing to pay for subscriptions, they expect higher quality experiences and want more control over content selection and cost. Broadcasters have made progress gaining consumer trust as confusion persists over accessing online video on televisions.
OTOinsights "An Analysis of Digg.com Engagement and User Behavior"One to One
This study presents an analysis of user engagement with social media via Digg.com. Understanding the behavior of Digg.com users will help marketers to better represent and promote their material on Digg.com as well as provide insights into the practices of social media users in general.
Don Smith from General Mills presented on how the company leverages social media. He discussed how social media allows for constant listening to consumers and responding quickly to issues. General Mills uses social media to monitor discussions around recalls and issues. The company also uses social media to foster online brand communities and leverage those connections for innovation through an open innovation platform called G-win. Social media is crucial for General Mills to understand consumers' interests and collaborate with them.
Collective Intelligence is defined very broadly as
groups of individuals doing things collectively that seem intelligent. Identifying classifications and examples of crowdsourcing.
In this webinar, we'll dive into the state of video accessibility in 2019. We'll explore the most popular ways people are captioning their content - and whether they are even captioning at all. We'll cover automatic captions, social media captioning, video accessibility trends, and so much more.
This document discusses the increasing use of social media and mobile technologies and their potential role for extension outreach. It provides statistics on popular social media platforms and examples of extension programs engaging audiences on YouTube, blogs, Facebook and mobile apps. The document also addresses best practices, challenges and strategies for using these tools, including measuring impact, getting faculty involved, and connecting with younger audiences.
The document summarizes Mayo Clinic's use of social media over time. It discusses how Mayo Clinic initially experimented with blogs and podcasts in 2006-2007 and has since expanded its presence on platforms like YouTube, Facebook and Twitter. A pivotal story highlights how a video of elderly patients playing piano in a Mayo Clinic atrium went viral on YouTube and led to national TV coverage, demonstrating social media's power to spread health messages. The document emphasizes that social media are not free but can have high returns, and are now an essential part of communications strategies.
Leveraging Social Media for Trade Shows Webinar Slides from The Trade Group W...knshort
Slides from the webinar "Leveraging Social Media for Trade Shows", designed for exhibitors to improve trade show performance by improving booth traffic, increasing brand awareness, creating a buzz around the show, and much more.
Simon presents, writes, and consults on effective event marketing, networking, and social media around the world. Simon is the youngest personality in the Exhibition News "50 Most Influential", and is also part of Event Magazine\'s "100 Most Influential".
SCREEN WARS: THE BATTLE FOR EYE SPACE IN A TV-EVERYWHERE WORLDAidelisa Gutierrez
While media fragmentation is happening across all formats, the “Screen Wars” report focuses on video programming, which we define as any type of content, such as TV, cable shows, professional video or user-generated content, that is watched on your TV, PC, mobile phone, tablet or e-reader device. The Nielsen Global Digital Landscape Survey polled 30,000 online respondents in 60 countries to understand how the changing digital landscape is affecting how, where and why we watch video programming. We also examine consumption preferences for video programming, including the devices most commonly used for selected genres and the devices used to view video at home and on the go.
http://www.nielsen.com/us/en/insights/reports/2015/screen-wars-the-battle-for-eye-space-in-a-tv-everywhere-world.html
The document discusses social media marketing in Bangladesh and how consumers are adopting this approach. It reviews different social media channels and their functions at individual and organizational levels. A survey was conducted to understand which platforms consumers use most and how they learn about products. The analysis found Facebook to be the most widely used and effective for gaining product information. It was concluded that social media provides businesses a low-cost way to promote and connect with consumers in Bangladesh.
How media consumption habits are changing.CatchTalk.TV
Full video here: http://www.catchtalk.tv/events/digitalmediastrategies?video=how-media-consumption-habits-are-changing-douglas-mccabe-ceo-enders-analysis
Douglas leads the publishing and transformation practice at Enders Analysis. An opinion leader on print and online media, he reports on media substitution, and consults on digital commercial strategies for content and service businesses. He is a former director of Fish4, the online advertising portal, and before that he led sales development and market intelligence at Waterstones/HMV.
Nuances of Media Planning in New Media AgeAnandan Pillai
This chapter aims to highlight the premises of traditional media planning process, create cognizance about the challenges that media planner today faces. A brief overview of extant literature on media planning, new media, is discussed. The author discusses media planning approach needs to consider marketing funnel and communication plan in consideration while building media plans.
The Advertising Research Foundation announces the launch of the Social Media Council at Advertising Week 2009.
Social media has provided brand advertisers and marketers, media and agencies with new ways of listening to consumers. Listening leads the way to engaging in conversations and uncovering new actionable insights.
Facebook has reached 1 trillion page views, making it the first online service to reach that milestone. Steve Jobs resigned as CEO of Apple after a medical leave of absence. Facebook is killing its "Places" check-in feature and focusing on a new location-based product called "Nearby." The presentation covered topics including the growth of Facebook usage in Asia, the rise of mobile and its impact on digital consumption, how brands are using Facebook, and the role of cats in social media.
This document discusses trends in social video and outlines the process for creating a branded social video to showcase the author's personal brand. It finds that social video sharing is increasing, with entertainment and FMCG videos being most popular. Most social video is now watched on mobile devices like phones and tablets. The author then analyzes her own strengths as a digital marketer, TV producer and translator who is multilingual. She identifies communicating her diverse skills through a short video using "Digital Candies" as a brand icon as the challenge to meet the goals of developing her personal reflection and digital profile through an effective social media video.
Social Media Activity Index 2011 reveals many new approach on how social media on business activities. Including CEO adaptability and how corporate anticipate the rapid changes on the growth.
This document provides a summary of key findings from the U.S. Mobile App Report. It finds that total digital media time spent in the U.S. has increased 24% in the past year, driven by a 52% increase in mobile app usage. Mobile app usage now accounts for 52% of total digital media time spent, surpassing desktop usage. It also finds that the top mobile app categories like social networking, games, and radio account for nearly half of total mobile app time spent. Finally, it reports that the rankings of top apps are dominated by large digital brands like Facebook, Google, Apple, and Amazon.
The document summarizes research on transport layer caching mechanisms and optimization. It presents an analytical model for caching in wireless sensor networks that considers link layer loss and transport layer caching. It analyzes the benefit of caching on transmission cost and shows caching improves performance metrics like goodput and delay. It also discusses related work on congestion control and cache partitioning for concurrent flows, and potential applications of transport layer caching.
Serious Games for Marketing: Learnings from Corporate and Amateur Efforts in ...Tyler Pace
Second Life is a 3D immersive virtual world built primarily with user-generated content and a thriving in-world economy where this content, from virtual houses to exotic virtual fashions, is bought and sold. In recent years, corporate developers have created branded locations within Second Life. In this study, we compared the content of 20 of Second Life’s top builds—10 corporate and 10 user-created—to discover how the next generation
of builds can be improved.
Come Meet Me at Ulduar: Progression Raiding in World of WarcraftTyler Pace
In spite of decades of research on virtual worlds, our understanding of one popular form of virtual world behavior-raiding—remains limited. Raiding is important because it entails intense, high-risk, and complex collaborative behaviors in computer-mediated environments. This paper contributes to CSCW literature by offering a longitudinal analysis of raiding behavior using system data manually collected from the game world itself, comparing two raiding teams as they worked through the same content. Supplemented with interviews and chat transcripts, this research sheds light on what actually happens during raids across four different temporal scales: seconds, hours, days, and months. It also distinguishes between behaviors that are imposed by the system design and those chosen by players. Finally, it derives two viable raiding styles from the data.
Design Lessons from User Generated Content: An Analysis of User Generated Int...Tyler Pace
In this report, we present an analysis of successful user generated content from popular Internet video and Flash animation portals. Viewer engagement was measured with OTOinsight’s Quantemo™ neuromarketing research system. Quantemo™ utilizes a multi-modal approach that combines self-report, physiological and neurological data to holistically and reliably measure user engagement with digital media. Analyzing the results from the Quantemo™ sources, we present a set of four insights concerning how successful user generated content appeals to viewers and what professional marketers can learn from the efforts of user generated content creators.
Two injured baby tigers were found in a forest in Thailand and brought to the Bhuddist temple Wat Pha Luang, where monks cared for them. Since then, many orphaned baby tigers have been brought there and raised by the monks. The temple tigers are tame and eat only cooked meat to avoid developing a taste for blood. The temple has become a sanctuary for animals and is open for tourists to visit and photograph the tigers, with donations accepted.
Practice-Centered e-Science: A Practice Turn Perspective on Cyberinfrastructu...Tyler Pace
Cyberinfrastructure is a rapidly growing area of global research and funding with a history of emphasizing the role technology will play in changing scientific work practices. This paper proposes a practice-theoretic perspective that is informative to cyberinfrastructure research and design. To illustrate the relevancy of a practice-theoretic perspective to cyberinfrastructure, this paper presents a critical review of 160 cyberinfrastructure research papers and reports published in the last decade through a perspective of embodied practice. After relating common cyberinfrastructure research themes through a focus on embodied practice, we propose a series of early implications for design aimed at incorporating the lessons of embodied practice into the design and development of future cyberinfrastructure applications.
Correlation Analysis of Temperature Measurements from Wireless Sensor NodesNestor Michael Tiglao
This document describes a study analyzing the correlation of data from distributed sensor systems. Two wireless sensor network nodes were used to measure temperature at different sampling rates and locations. Correlation analysis tools like Euclidean distance, longest common subsequence, and wavelet-based semblance analysis were used to analyze the correlation between the sensor readings and determine how correlation varied over time and space. The analysis showed that wavelet-based methods provided improved temporal and spatial resolution for examining spatio-temporal correlation compared to Fourier transform-based analysis.
From Organizational to Community Creativity: Paragon Leadership & Creativity ...Tyler Pace
With the rise of massive scale, globally distributed creative communities, such as Deviant Art, Etsy, and Minecraft, the role of creative leadership in sociotechnical systems is worth investigating. This paper presents a case study of one strategy Etsy, one such online creative community, uses to articulate the creative dispositions of the community’s ex-emplar members: Featured Seller interviews. For this study, we report on a combined content analysis and close reading of Featured Seller interviews on Etsy.com, followed up with member check interviews. Our analysis highlights the demographics of featured sellers, the ways in they express their identities and creative processes, and how they posi-tion themselves within the broader Etsy community. Our findings demonstrate that Etsy’s administrators provide both a platform and scaffolding for community leaders to co-articulate with them the creative ideals they believe will strengthen the bonds of the Etsy community.
Social Media for Marketing: An Analysis of Digg.com Engagement and User BehaviorTyler Pace
In this report, we present an analysis of user engagement with social media via Digg.com. Viewer engagement was measured with OTOinsight’s Quantemo™ neuromarketing research system. Quantemo™ utilizes a multi-modal approach that combines self-report, physiological and neurological data to holistically and reliably measure user engagement with digital media. Analyzing the results from the Quantemo™ sources, we present a set of four insights concerning how users engage with social media and how the cues in social media systems positively inform user behavior.
This document discusses the increasing use of social media and mobile technologies and their potential role for extension outreach. It provides statistics on popular social media platforms and examples of extension programs engaging audiences on YouTube, blogs, Facebook and mobile apps. The document also addresses best practices, challenges and strategies for using these tools, including measuring impact, getting faculty involved, and connecting with younger audiences.
The document summarizes Mayo Clinic's use of social media over time. It discusses how Mayo Clinic initially experimented with blogs and podcasts in 2006-2007 and has since expanded its presence on platforms like YouTube, Facebook and Twitter. A pivotal story highlights how a video of elderly patients playing piano in a Mayo Clinic atrium went viral on YouTube and led to national TV coverage, demonstrating social media's power to spread health messages. The document emphasizes that social media are not free but can have high returns, and are now an essential part of communications strategies.
Leveraging Social Media for Trade Shows Webinar Slides from The Trade Group W...knshort
Slides from the webinar "Leveraging Social Media for Trade Shows", designed for exhibitors to improve trade show performance by improving booth traffic, increasing brand awareness, creating a buzz around the show, and much more.
Simon presents, writes, and consults on effective event marketing, networking, and social media around the world. Simon is the youngest personality in the Exhibition News "50 Most Influential", and is also part of Event Magazine\'s "100 Most Influential".
SCREEN WARS: THE BATTLE FOR EYE SPACE IN A TV-EVERYWHERE WORLDAidelisa Gutierrez
While media fragmentation is happening across all formats, the “Screen Wars” report focuses on video programming, which we define as any type of content, such as TV, cable shows, professional video or user-generated content, that is watched on your TV, PC, mobile phone, tablet or e-reader device. The Nielsen Global Digital Landscape Survey polled 30,000 online respondents in 60 countries to understand how the changing digital landscape is affecting how, where and why we watch video programming. We also examine consumption preferences for video programming, including the devices most commonly used for selected genres and the devices used to view video at home and on the go.
http://www.nielsen.com/us/en/insights/reports/2015/screen-wars-the-battle-for-eye-space-in-a-tv-everywhere-world.html
The document discusses social media marketing in Bangladesh and how consumers are adopting this approach. It reviews different social media channels and their functions at individual and organizational levels. A survey was conducted to understand which platforms consumers use most and how they learn about products. The analysis found Facebook to be the most widely used and effective for gaining product information. It was concluded that social media provides businesses a low-cost way to promote and connect with consumers in Bangladesh.
How media consumption habits are changing.CatchTalk.TV
Full video here: http://www.catchtalk.tv/events/digitalmediastrategies?video=how-media-consumption-habits-are-changing-douglas-mccabe-ceo-enders-analysis
Douglas leads the publishing and transformation practice at Enders Analysis. An opinion leader on print and online media, he reports on media substitution, and consults on digital commercial strategies for content and service businesses. He is a former director of Fish4, the online advertising portal, and before that he led sales development and market intelligence at Waterstones/HMV.
Nuances of Media Planning in New Media AgeAnandan Pillai
This chapter aims to highlight the premises of traditional media planning process, create cognizance about the challenges that media planner today faces. A brief overview of extant literature on media planning, new media, is discussed. The author discusses media planning approach needs to consider marketing funnel and communication plan in consideration while building media plans.
The Advertising Research Foundation announces the launch of the Social Media Council at Advertising Week 2009.
Social media has provided brand advertisers and marketers, media and agencies with new ways of listening to consumers. Listening leads the way to engaging in conversations and uncovering new actionable insights.
Facebook has reached 1 trillion page views, making it the first online service to reach that milestone. Steve Jobs resigned as CEO of Apple after a medical leave of absence. Facebook is killing its "Places" check-in feature and focusing on a new location-based product called "Nearby." The presentation covered topics including the growth of Facebook usage in Asia, the rise of mobile and its impact on digital consumption, how brands are using Facebook, and the role of cats in social media.
This document discusses trends in social video and outlines the process for creating a branded social video to showcase the author's personal brand. It finds that social video sharing is increasing, with entertainment and FMCG videos being most popular. Most social video is now watched on mobile devices like phones and tablets. The author then analyzes her own strengths as a digital marketer, TV producer and translator who is multilingual. She identifies communicating her diverse skills through a short video using "Digital Candies" as a brand icon as the challenge to meet the goals of developing her personal reflection and digital profile through an effective social media video.
Social Media Activity Index 2011 reveals many new approach on how social media on business activities. Including CEO adaptability and how corporate anticipate the rapid changes on the growth.
This document provides a summary of key findings from the U.S. Mobile App Report. It finds that total digital media time spent in the U.S. has increased 24% in the past year, driven by a 52% increase in mobile app usage. Mobile app usage now accounts for 52% of total digital media time spent, surpassing desktop usage. It also finds that the top mobile app categories like social networking, games, and radio account for nearly half of total mobile app time spent. Finally, it reports that the rankings of top apps are dominated by large digital brands like Facebook, Google, Apple, and Amazon.
The document summarizes research on transport layer caching mechanisms and optimization. It presents an analytical model for caching in wireless sensor networks that considers link layer loss and transport layer caching. It analyzes the benefit of caching on transmission cost and shows caching improves performance metrics like goodput and delay. It also discusses related work on congestion control and cache partitioning for concurrent flows, and potential applications of transport layer caching.
Serious Games for Marketing: Learnings from Corporate and Amateur Efforts in ...Tyler Pace
Second Life is a 3D immersive virtual world built primarily with user-generated content and a thriving in-world economy where this content, from virtual houses to exotic virtual fashions, is bought and sold. In recent years, corporate developers have created branded locations within Second Life. In this study, we compared the content of 20 of Second Life’s top builds—10 corporate and 10 user-created—to discover how the next generation
of builds can be improved.
Come Meet Me at Ulduar: Progression Raiding in World of WarcraftTyler Pace
In spite of decades of research on virtual worlds, our understanding of one popular form of virtual world behavior-raiding—remains limited. Raiding is important because it entails intense, high-risk, and complex collaborative behaviors in computer-mediated environments. This paper contributes to CSCW literature by offering a longitudinal analysis of raiding behavior using system data manually collected from the game world itself, comparing two raiding teams as they worked through the same content. Supplemented with interviews and chat transcripts, this research sheds light on what actually happens during raids across four different temporal scales: seconds, hours, days, and months. It also distinguishes between behaviors that are imposed by the system design and those chosen by players. Finally, it derives two viable raiding styles from the data.
Design Lessons from User Generated Content: An Analysis of User Generated Int...Tyler Pace
In this report, we present an analysis of successful user generated content from popular Internet video and Flash animation portals. Viewer engagement was measured with OTOinsight’s Quantemo™ neuromarketing research system. Quantemo™ utilizes a multi-modal approach that combines self-report, physiological and neurological data to holistically and reliably measure user engagement with digital media. Analyzing the results from the Quantemo™ sources, we present a set of four insights concerning how successful user generated content appeals to viewers and what professional marketers can learn from the efforts of user generated content creators.
Two injured baby tigers were found in a forest in Thailand and brought to the Bhuddist temple Wat Pha Luang, where monks cared for them. Since then, many orphaned baby tigers have been brought there and raised by the monks. The temple tigers are tame and eat only cooked meat to avoid developing a taste for blood. The temple has become a sanctuary for animals and is open for tourists to visit and photograph the tigers, with donations accepted.
Practice-Centered e-Science: A Practice Turn Perspective on Cyberinfrastructu...Tyler Pace
Cyberinfrastructure is a rapidly growing area of global research and funding with a history of emphasizing the role technology will play in changing scientific work practices. This paper proposes a practice-theoretic perspective that is informative to cyberinfrastructure research and design. To illustrate the relevancy of a practice-theoretic perspective to cyberinfrastructure, this paper presents a critical review of 160 cyberinfrastructure research papers and reports published in the last decade through a perspective of embodied practice. After relating common cyberinfrastructure research themes through a focus on embodied practice, we propose a series of early implications for design aimed at incorporating the lessons of embodied practice into the design and development of future cyberinfrastructure applications.
Correlation Analysis of Temperature Measurements from Wireless Sensor NodesNestor Michael Tiglao
This document describes a study analyzing the correlation of data from distributed sensor systems. Two wireless sensor network nodes were used to measure temperature at different sampling rates and locations. Correlation analysis tools like Euclidean distance, longest common subsequence, and wavelet-based semblance analysis were used to analyze the correlation between the sensor readings and determine how correlation varied over time and space. The analysis showed that wavelet-based methods provided improved temporal and spatial resolution for examining spatio-temporal correlation compared to Fourier transform-based analysis.
From Organizational to Community Creativity: Paragon Leadership & Creativity ...Tyler Pace
With the rise of massive scale, globally distributed creative communities, such as Deviant Art, Etsy, and Minecraft, the role of creative leadership in sociotechnical systems is worth investigating. This paper presents a case study of one strategy Etsy, one such online creative community, uses to articulate the creative dispositions of the community’s ex-emplar members: Featured Seller interviews. For this study, we report on a combined content analysis and close reading of Featured Seller interviews on Etsy.com, followed up with member check interviews. Our analysis highlights the demographics of featured sellers, the ways in they express their identities and creative processes, and how they posi-tion themselves within the broader Etsy community. Our findings demonstrate that Etsy’s administrators provide both a platform and scaffolding for community leaders to co-articulate with them the creative ideals they believe will strengthen the bonds of the Etsy community.
Social Media for Marketing: An Analysis of Digg.com Engagement and User BehaviorTyler Pace
In this report, we present an analysis of user engagement with social media via Digg.com. Viewer engagement was measured with OTOinsight’s Quantemo™ neuromarketing research system. Quantemo™ utilizes a multi-modal approach that combines self-report, physiological and neurological data to holistically and reliably measure user engagement with digital media. Analyzing the results from the Quantemo™ sources, we present a set of four insights concerning how users engage with social media and how the cues in social media systems positively inform user behavior.
OTOinsights "Emotion, Engagement, Internet Video"One to One
http://www.onetooneinteractive.com
Internet video is one of the fastest growing entertainment media and among the most popular of all Internet activities. According to recent reports (July 2007, January 2008) from the Pew Internet & American Life Project, 57% of Internet users visit video sharing sites and 20% visit video sharing sites daily. Growth in Internet video consumption is highest among the key demographics of college-bound and educated 18-29-year-olds, 76% of which visit video sites daily. Additional high-growth demographics include women (11% view daily, up from 5% in 2007) and 30-49-year-olds (14% view daily, up from 7% in 2007)
In this report, we present an analysis of viewer engagement with Internet video. Viewer engagement was measured using OTOinsight’s Quantemo™ system. Quantemo™ utilizes a multimodal approach that combines self-report and physiological data to holistically and reliably measure user engagement with digital media like Internet video. Analyzing the results from the various Quantemo™ data sources, we present a series of three insights concerning how users locate, respond to, and engage with Internet video.
Social networks provide nonprofit communicators with a powerful tool to distribute their most impactful content: video. This session will highlight strategies and tactics for using social channels to maximize the power of your videos, boost viewership, and drive interaction.
"Testing Our Value Proposition" by Adventure Lab - Venture Lab 2012Annie Paul
Although we haven't formally tested our hypothesized Value Proposition with businesses yet, our findings show End-User Value Proposition is in fact valid. (In our view, this is what matters the most as these end-users represent the driving force for the businesses that serve them.)
Our value proposition to businesses:
- Better audience engagement
- User-generated content
- Analytics
- Lead generation through discussion spread over different social channels
Our value proposition to end-users:
- Better discussion experience
- Richer experience with the ability to take notes, ask questions and see others' notes and questions IN context
- Social media integration of comments and discussions
- Higher retention as you get to highlight, write and annotate the video like you'd do with a book
Social media is becoming increasingly important for libraries and their users. The document discusses why libraries should engage with social media, how to effectively do so, and how to collect and curate user-generated social media content as part of the library's permanent collection. It provides tips on developing a social media strategy and engaging different audiences. The document also highlights the growing role of participatory media and ensuring equal access to opportunities it provides.
This document discusses the growth of video on social media platforms and the expansion of video advertising opportunities. It finds that Facebook has become the second largest online video property in the US. Several social networks are major destinations for digital video, including YouTube, Facebook, Instagram and others. The document focuses on how Facebook, Twitter, Instagram, Tumblr and Snapchat are developing new video ad products and analyzing the potential benefits and drawbacks of using each platform for video advertising.
Millions of users are reached and engaged every day with short and entertaining videos on social channels. This presentation provides a practical guide for the development and distribution of video content on social media and covers key content optimisation best practices as applied by top publishers.
Using social to grow your consulting business - ASCA 2010Firebelly Marketing
Using social media to grow your consulting business!
There are now 500 million people on Facebook. That's more people than all but three countries in the world. Add in Twitter, YouTube, blogs, ratings and reviews, and more - and that's a lot of voices in a lot of places. Your customers and prospects are talking online - right now! Do you know what they're saying about you? Are you part of the conversation? Your brand does have the opportunity to fit into this new communications paradigm - to interact with prospects and customers one-on-one. You'll learn how to listen to what's being said about your brand, how to use your brand story to build content, how to use content to build and fuel conversations, and how to build a plan that helps your company harness the power of social media marketing.
This document provides an abstract for a master's thesis titled "Facebook and the Cinema" which assesses the impact of Facebook fan pages on user attitudes and behaviors toward movies. The research aims to understand how fan pages influence consumption and how companies can drive legal consumption. A survey was administered to 200 students and findings showed fan page value and risk predict behavioral intentions, while solutions were proposed to increase value and reduce risk perceptions. The research models user attitudes based on the technology acceptance model and theory of planned behavior.
More info http://shuanliu.net
Objective:
Planning a social media campaign of 7 weeks in summer for 13-17 year olds who go to cinema and share their cinema experience.
Challenge:
Teenagers choose cheaper online platform to watch plenty of films.
Solution:
Together is better.
Using the popular app “Musical.ly” makes interesting videos with summer films for teen’s competition.
This document discusses detecting spammers on the video sharing platform YouTube. It describes crawling YouTube to collect data on over 260,000 users, including their profiles, social behaviors, and videos. The users were manually classified as spammers or legitimate. Metrics like true/false positives and negatives were used to evaluate classifiers trained on user, video, social network, and combined attributes. A support vector machine achieved 46.9% true positive rate and 99.1% true negative rate when classifying all attributes, correctly identifying most spammers while misclassifying 10% of users overall. The study provides insights into characterizing user attributes to detect video spamming on social networks.
Ideate, innovate! Co-creating with Social CustomersLithium
The document summarizes a webcast on using social media and ideation sites to engage customers in the product development process. It provides examples of how companies like National Instruments and Verizon have successfully launched ideation sites to gather customer input and implemented customer-suggested ideas. The benefits of co-creation are discussed, such as fueling innovation, validating ideas early, and engaging customers. Tips are provided on running a successful ideation site.
The document analyzes the social network characteristics of YouTube by measuring the full-scale YouTube subscription graph, comment graph, and video corpus. It finds that YouTube deviates from traditional social networks in properties like homophily and reciprocity, but is similar to Twitter. It also finds a stronger correlation between a user's social popularity and their most popular content, rather than overall content popularity. Finally, it demonstrates classifying YouTube Partners using these measurements.
America Saves Week 2014 eXtension Mini Grant Project-Final Report-03-14Barbara O'Neill
The 2014 America Saves Week mini-grant project involved developing and delivering two webinars on saving strategies, hosting four Twitter chats on saving topics, promoting six animated saving videos, and coordinating a social media outreach campaign. Over 1,000 tweets were generated through the hashtag #eXASw, and thousands of Facebook posts were estimated to have been shared. Surveys found that participants and their followers found the messages helpful and some reported joining America Saves or planning to. The project was successful in raising awareness about saving through multiple social media channels.
Social media platforms are increasingly incorporating video and social viewing features to aggregate content from multiple sources like YouTube, Facebook, and podcasts. This allows users to view videos together from different sites in a synchronized experience. Brands are leveraging these new social capabilities through tactics like webisodes, which expand their audience and integrate products. Measuring the impact of these various social media video platforms is important for selecting the right tactics in an integrated campaign.
Engaging Patrons with Digital Media (Pod and Vodcasting)baldwind1976
This document discusses how libraries can engage users through digital media like podcasts and videos. It provides statistics on growing podcast and online video usage. Examples are given of different podcast and video platforms libraries can use to share audio and visual content like book talks, oral histories, programs and events. Potential video projects for libraries are also listed that could include staff introductions, performances and patron testimonials.
User generated content refers to media such as pictures, videos, music, opinions, news, and research that is created and shared by end users on websites and platforms. Examples include product reviews on Amazon, forums, viral videos, social network profiles on Facebook, and music sharing on MySpace. While user generated content gives people a voice and connects individuals, it also raises privacy concerns and could reduce quality if not moderated. The amount of user generated content is growing rapidly as more platforms emerge and firms utilize it for marketing.
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For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
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UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
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CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
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HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
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Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
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- How do CCB and CCX licenses really work?
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- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
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HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
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Diese Themen werden behandelt
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- Verstehen des DLAU-Tools und wie man es am besten nutzt
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- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
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Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!
Design Lessons from User Generated Content: An Analysis of User Generated Internet Video and Flash Animations
1. Design Lessons from User Generated Content:
An Analysis of User Generated Internet Video
and Fl ash Animations
j e f f r e y b a r d z e l l , p h . d . • s h a owe n b a r d z e l l , p h . d . • t y l e r p a c e