In this paper, a conceptual framework is proposed, supported in
the literature review, derived by identifying the main concepts
related to crowdsourcing, as well as ways of improving group
participation. We also propose a software solution that may be
used to support the crowdsourcing process. This software solution is inspired by the conceptual framework.
This document summarizes a research paper that explores knowledge work in two types of virtual groups: virtual communities and virtual teams. It defines these terms and discusses how each supports knowledge management. The document outlines findings from two case studies and develops a model of the role of virtual groups in knowledge management.
Build a Better Mousetrap? Social Media Cultivating Emergency Management Com...Connie White
This document discusses how communities of practice (CoPs) in emergency management can leverage social media to share information and best practices. It notes that while some groups are functioning as CoPs without realizing it, creating effective online CoPs is challenging. Popular social media sites like Facebook and Twitter allow information to be easily shared with relevant groups. The document argues that instead of creating separate internal sites, emergency management groups should look to utilize existing social media platforms to cultivate online CoPs, as these large platforms are easy to use and have large existing user bases.
This document describes a collective intelligence tool called the Evidence Hub for evidence-based policy deliberations. It discusses how the Evidence Hub aims to harness the collective intelligence of online communities to crowdsource policy deliberation around complex issues. It provides an overview of the conceptual model, prototype tools, and case studies using the Evidence Hub including for educational policy issues. The Evidence Hub allows users to collaboratively annotate resources, make semantic connections between ideas, and engage in structured online discussions to facilitate the emergence of collective intelligence around contested policy topics.
Evaluation the Impact of Human Interaction/Debate on Online News to Improve U...IJERA Editor
The average of many people trust online comments for any news as much as personal recommendations [1], [2]. In this paper, we analyzed the impact of the online news’s comments to evaluating the threading models of electronic debates by using online surveys. In this paper, based on the results of our online survey of 500 participants, we evaluated whether forums with comments concerning online news are appropriate for the study of debates. In particular, we have to verify whether the nature of discussions around news is argumentative and whether the participating people expect to engage in multiple rounds of arguments. We presented DirectDemocracyP2P application as a user interface for decentralized debates. In this paper, we evaluated and analyzed the comments that were collected from online surveys to improve the DirectDemocracyP2P applications. Also we have to verify whether the actual comments commonly submitted around news do go beyond the simple advertisement of one own’s merchandise and attacks of competitors, into fair reviews of news features and quality.
This document summarizes a study that evaluated six different measures for recommending online communities to users in the Orkut social network. The researchers analyzed over 2 million community memberships involving nearly 200,000 users and 20,000 communities. They tested how accurately the different similarity measures predicted which recommended communities users would join, and how the ordering of recommendations influenced user behavior. The measures were based on overlapping membership between communities and normalized the overlap differently. The researchers found that normalizing for community size was important to produce meaningful recommendations.
Expectations for Electronic Debate Platforms as a Function of Application DomainIJERA Editor
Electronic debate (or commenting) platforms are used with many types of online applications, as a way to engage the users or to provide enhancements, e.g., based on some type of collaborative filtering [1], [2]. The applications enhanced with such debate platforms range widely : news, products, sport, religion, politics, etc. Therefore, the emerging question is whether it is possible to make one electronic debate mechanism good for all applications, and whether the studies on the success of a debate mechanism in one domain do automatically apply to other application domains. Here we compare two traditional application domains of electronic debate platforms: product evaluation and commented news. We exploit the fact that most users are very familiar with both types of such applications, and therefore surveys can be designed to gauge reliably subtle differences between expectations and properties of these domains. Based on over 1000 responses to surveys described here, we are able to report statistically significant differences between the user behavior and expectations in the studied domains.
This document summarizes a research paper that proposes a new algorithm for influence maximization in social networks. The algorithm draws inspiration from previous works on community detection and a data-based credit distribution model. It first assigns credits to users based on their past actions to determine probabilistic influence between users. It then uses a community detection approach to identify groups of similar users before applying an influence maximization algorithm based on the independent cascade model. The proposed approach aims to better learn mutual influence from user data and improve time complexity by leveraging the relationship between community detection and viral marketing.
In this paper, we highlight some of the challenges and opportunities that social media presents to researchers, and offer relevant theoretical avenues to be explored. To do this, we present a model that unpacks social media by using a honeycomb of seven functional building blocks. We then examine each of the seven building blocks and, through appropriate social and socio-technical theories, raise questions that warrant further in-depth research to advance the conceptualization of social media in public affairs research. Finally, we combine the individual research questions for each building block back into the honeycomb model to illustrate how the theories in combination provide a powerful macro-lens for research on social media dynamics.
This document summarizes a research paper that explores knowledge work in two types of virtual groups: virtual communities and virtual teams. It defines these terms and discusses how each supports knowledge management. The document outlines findings from two case studies and develops a model of the role of virtual groups in knowledge management.
Build a Better Mousetrap? Social Media Cultivating Emergency Management Com...Connie White
This document discusses how communities of practice (CoPs) in emergency management can leverage social media to share information and best practices. It notes that while some groups are functioning as CoPs without realizing it, creating effective online CoPs is challenging. Popular social media sites like Facebook and Twitter allow information to be easily shared with relevant groups. The document argues that instead of creating separate internal sites, emergency management groups should look to utilize existing social media platforms to cultivate online CoPs, as these large platforms are easy to use and have large existing user bases.
This document describes a collective intelligence tool called the Evidence Hub for evidence-based policy deliberations. It discusses how the Evidence Hub aims to harness the collective intelligence of online communities to crowdsource policy deliberation around complex issues. It provides an overview of the conceptual model, prototype tools, and case studies using the Evidence Hub including for educational policy issues. The Evidence Hub allows users to collaboratively annotate resources, make semantic connections between ideas, and engage in structured online discussions to facilitate the emergence of collective intelligence around contested policy topics.
Evaluation the Impact of Human Interaction/Debate on Online News to Improve U...IJERA Editor
The average of many people trust online comments for any news as much as personal recommendations [1], [2]. In this paper, we analyzed the impact of the online news’s comments to evaluating the threading models of electronic debates by using online surveys. In this paper, based on the results of our online survey of 500 participants, we evaluated whether forums with comments concerning online news are appropriate for the study of debates. In particular, we have to verify whether the nature of discussions around news is argumentative and whether the participating people expect to engage in multiple rounds of arguments. We presented DirectDemocracyP2P application as a user interface for decentralized debates. In this paper, we evaluated and analyzed the comments that were collected from online surveys to improve the DirectDemocracyP2P applications. Also we have to verify whether the actual comments commonly submitted around news do go beyond the simple advertisement of one own’s merchandise and attacks of competitors, into fair reviews of news features and quality.
This document summarizes a study that evaluated six different measures for recommending online communities to users in the Orkut social network. The researchers analyzed over 2 million community memberships involving nearly 200,000 users and 20,000 communities. They tested how accurately the different similarity measures predicted which recommended communities users would join, and how the ordering of recommendations influenced user behavior. The measures were based on overlapping membership between communities and normalized the overlap differently. The researchers found that normalizing for community size was important to produce meaningful recommendations.
Expectations for Electronic Debate Platforms as a Function of Application DomainIJERA Editor
Electronic debate (or commenting) platforms are used with many types of online applications, as a way to engage the users or to provide enhancements, e.g., based on some type of collaborative filtering [1], [2]. The applications enhanced with such debate platforms range widely : news, products, sport, religion, politics, etc. Therefore, the emerging question is whether it is possible to make one electronic debate mechanism good for all applications, and whether the studies on the success of a debate mechanism in one domain do automatically apply to other application domains. Here we compare two traditional application domains of electronic debate platforms: product evaluation and commented news. We exploit the fact that most users are very familiar with both types of such applications, and therefore surveys can be designed to gauge reliably subtle differences between expectations and properties of these domains. Based on over 1000 responses to surveys described here, we are able to report statistically significant differences between the user behavior and expectations in the studied domains.
This document summarizes a research paper that proposes a new algorithm for influence maximization in social networks. The algorithm draws inspiration from previous works on community detection and a data-based credit distribution model. It first assigns credits to users based on their past actions to determine probabilistic influence between users. It then uses a community detection approach to identify groups of similar users before applying an influence maximization algorithm based on the independent cascade model. The proposed approach aims to better learn mutual influence from user data and improve time complexity by leveraging the relationship between community detection and viral marketing.
In this paper, we highlight some of the challenges and opportunities that social media presents to researchers, and offer relevant theoretical avenues to be explored. To do this, we present a model that unpacks social media by using a honeycomb of seven functional building blocks. We then examine each of the seven building blocks and, through appropriate social and socio-technical theories, raise questions that warrant further in-depth research to advance the conceptualization of social media in public affairs research. Finally, we combine the individual research questions for each building block back into the honeycomb model to illustrate how the theories in combination provide a powerful macro-lens for research on social media dynamics.
Unpacking the social media phenomenon: towards a research agendaIan McCarthy
In this paper, we highlight some of the challenges and opportunities that social media presents to researchers, and offer relevant theoretical avenues to be explored. To do this, we present a model that unpacks social media by using a honeycomb of seven functional building blocks. We then examine each of the seven building blocks and, through appropriate social and socio-technical theories, raise questions that warrant further in-depth research to advance the conceptualization of social media in public affairs research. Finally, we combine the individual research questions for each building block back into the honeycomb model to illustrate how the theories in combination provide a powerful macro-lens for research on social media dynamics.
The Department of Homeland Security is creating an online social network called First Responder Communities of Practice to allow the nation's 2.5 million first responders to connect and share information. The network was designed based on Booz Allen Hamilton's internal social network. It allows first responders to collaborate through tools like wikis, blogs, and discussion boards. The network currently has around 600 users from 34 states sharing "sensitive but unclassified" information. The article outlines best practices for implementing a successful social media initiative, including analyzing needs, securing leadership support, and identifying champions to promote adoption.
Discourse Centric Collective Intelligence for the Common GoodAnna De Liddo
Slides of my invited talk given at the Computational Decision Making and Data Science Workshop in Belgrade, Serbia in June2018 http://cdmdsw2018.fon.bg.ac.rs/
Democratic Reflection and other contested collective intelligence tools aim to harness technology to enable people to build consensus even when they disagree. These tools use techniques like crowdsourcing and natural language processing to analyze online conversations, identify points of agreement, and generate visualizations to help people reflect on different perspectives. Trials of these tools showed they can improve critical thinking, challenge assumptions, and potentially bridge political and social divides. The tools are being used to facilitate collaboration and evidence-based discussions among groups addressing complex issues like public policy, education, and building peace in places affected by conflict.
This white paper introduces socially collaborative filtering, which provides more personalized recommendations than traditional collaborative filtering. Socially collaborative filtering tracks socially relevant gestures that provide insight into how users perceive content. These gestures are used to build a list of personally interesting content and recommendations for each individual user. By applying what is learned about one item to new items, socially collaborative filtering can reduce the time it takes for new content to be recommended in a more relevant way for each user.
This document discusses deliberation technologies and their current state, limitations, and opportunities for future research. It describes the state of online deliberation platforms, including their limitations in structuring discussions, avoiding echo chambers and polarization. It introduces argumentation-based deliberation systems and contested collective intelligence, which make the logical structure of discussions and disagreements more explicit. Examples of existing deliberation technologies are provided, along with their advantages over traditional discussion formats. Current limitations are outlined as well as opportunities for future research, such as improving interfaces, scaling technologies, and interoperability.
The document summarizes a PhD student's research on developing a Debate Dashboard to reduce the barriers to adoption of online argument mapping tools. The Dashboard would provide three types of visual feedback on conversations to users: details on participants, how users interact, and the generated content. This feedback aims to decrease the cognitive effort required for users and make the benefits of argument mapping tools more apparent. An initial prototype of the Dashboard will be designed by integrating selected visualization tools and tested through expert interviews and a user survey.
This document provides an overview of communities of practice by summarizing key definitions and the history of the concept. Communities of practice are informal groups that form around common interests or activities whose members learn from one another. They were first studied in apprenticeship contexts but the concept has since been applied to organizations. While communities of practice can enable knowledge sharing, their informal nature also means they may not always align with organizational goals. The document outlines debates around applying the concept to businesses and possibilities of virtual communities of practice with new technologies.
My article from the Journal of Virtual Worlds Research on Born Virtuals and Avapreneurship. Abstract: Borrowing from the international entrepreneurship business literature that uses
the term “Born Globals,” I label organizations that have been created to discover and exploit opportunities primarily within virtual worlds as “Born Virtuals.” While
relatively easy to establish, the challenge for Born Virtuals and avapreneurs, or
entrepreneurial avatars, is to accomplish the critical task of coordinating the actions
of multiple actors to achieve important outcomes – a challenge that has been
repeatedly documented in research on virtual teams and organizations with
geographically dispersed members. As such, this paper’s intent is to investigate two
research questions: RQ1) What are the challenges for avapreneurs to achieving
successful organizational outcomes in Born Virtuals? and RQ2) How can collective
competence be developed such that these challenges can be overcome? To answer
these questions, this paper presents a study of Peace Train, one Born Virtual
organization created in Second Life. Peace Train was founded by three social
avapreneurs interested in promoting peace in the world, and together with more than
100 volunteers, Peace Train organized during the course of eleven months
PeaceFest 08, one of the largest fund-raising events to date in virtual worlds. This
event attracted 8,000 to 10,000 unique avatars and raised 870,000 Linden dollars
from approximately 3,000 individuals from across the globe, which were then
donated to 10 real world charitable organizations.
A basic explanation for communities of practice, and some ideas for designing digital environments to help them thrive. Based on portions of presentations I have given over the last 4-5 years.
Social influences within virtual consumer communitiesStephan ten Kate
This study investigates the social influence effects of social capital within virtual consumer communities on members’ attitudes towards the products that are being discussed within these communities. Since previous offline and online marketing studies primarily focused on consumer
attitude changes from an individual perspective, instead of integrating a view related to the social context, it examines the social influence processes of compliance, identification and internalization, and investigates how these influences emerge from the communities’ social system.
Data of 622 respondents gathered from five communities indicate that the communities’ social context can explain the development of these three social influences, and these interpersonal persuasion processes affect members’ product attitudes directly or indirectly in their turn. Internalization had the strongest effect on members’ product attitude changes, followed by compliance processes. Identification did not have a direct effect, but showed to have an indirect effect via compliance and internalization. Social capital proved to be a significant antecedent of all three influences. The community’s structural character only
influenced identification processes. The relations between the community members partly determined the emergence of identification and internalization processes, while a trusting relational setting negatively affected compliance processes. Cognitive social capital was an important antecedent for all three influence processes.
O documento discute Enterprise Resource Planning (ERP), resumindo sua história, conceito, arquitetura, benefícios, principais sistemas e questões legais relacionadas à emissão de faturas eletrônicas.
A União Europeia está preocupada com o impacto ambiental do plástico descartável e planeja proibir itens como talheres, pratos, copos e canudos plásticos até 2021. A proibição visa reduzir a poluição plástica nos oceanos e promover alternativas mais sustentáveis. Os países da UE terão até 2021 para implementar as novas diretrizes.
Trends in information technology are summarized as follows:
Hardware includes computers, mobile devices, printers and network devices. Operating systems manage computer resources and include Windows, MacOS, Linux and Android. Networks allow sharing of resources through improved quality and use of web servers and browsers. Programming languages for the web include JavaScript, Python and languages for mobile. Libraries and frameworks provide reusable code and patterns like Ionic for mobile development. Databases store and retrieve data using SQL, NoSQL and graph databases. The Internet of Things connects physical objects through sensors and devices like Raspberry Pi and Arduino.
O documento discute código aberto e software livre, incluindo as quatro liberdades do software livre, as organizações Free Software Foundation e Open Source Initiative, e vários tipos de licenças de software como GPL, LGPL, Apache e BSD.
O documento descreve XML (Extensible Markup Language), definindo-o como uma linguagem de marcação flexível baseada em SGML. Explica como XML pode ser usado para descrever a estrutura e conteúdo de documentos sem formatação. Fornece exemplos de como criar um documento XML para faturas e sua correspondente DTD e folha de estilos CSS.
O documento define os principais conceitos de empreendedorismo de acordo com autores como Schumpeter e Druker. Apresenta os benefícios do empreendedorismo como crescimento econômico e novas tecnologias. Discute fatores que influenciam o empreendedorismo como variáveis ambientais, psicológicas e a importância de planejamento para o lançamento de um novo negócio.
Open Source e Modelos de Negócio
Autor: Carlos Costa, ISCTE
Apresentado em
Business Technology World 2009
O Impacto das Tecnologias de Negócio nas Organizações Empresariais
Lisboa, 19 de Março 2009
Este documento apresenta uma introdução sobre Open Source em Portugal por Carlos J. Costa. Carlos J. Costa é professor e investigador no ISCTE onde dirige o mestrado em Software de Código Aberto. Apresenta também sua experiência profissional relacionada a TI e consultoria.
Este documento discute os sistemas de informação contábil e de planeamento de recursos empresariais. Apresenta as principais empresas do mercado, módulos e evolução histórica dos sistemas ERP. Também discute as tendências futuras como a integração com sistemas de comércio eletrónico e gestão da cadeia de abastecimento.
El documento describe el uso de dos estrategias pedagógicas, el aprendizaje invertido y el aprendizaje flexible, en el área de matemáticas en un colegio. Estas estrategias permiten que los estudiantes accedan a contenidos a través de videos y tengan flexibilidad en el ritmo y lugar de aprendizaje. El documento también señala la necesidad de más salas de informática para implementar estas estrategias.
A community development project is kicking off at Rungbua sub district in Ratchaburi , a small community almost the same size of Singapore, the model is similar to this presentation.
Unpacking the social media phenomenon: towards a research agendaIan McCarthy
In this paper, we highlight some of the challenges and opportunities that social media presents to researchers, and offer relevant theoretical avenues to be explored. To do this, we present a model that unpacks social media by using a honeycomb of seven functional building blocks. We then examine each of the seven building blocks and, through appropriate social and socio-technical theories, raise questions that warrant further in-depth research to advance the conceptualization of social media in public affairs research. Finally, we combine the individual research questions for each building block back into the honeycomb model to illustrate how the theories in combination provide a powerful macro-lens for research on social media dynamics.
The Department of Homeland Security is creating an online social network called First Responder Communities of Practice to allow the nation's 2.5 million first responders to connect and share information. The network was designed based on Booz Allen Hamilton's internal social network. It allows first responders to collaborate through tools like wikis, blogs, and discussion boards. The network currently has around 600 users from 34 states sharing "sensitive but unclassified" information. The article outlines best practices for implementing a successful social media initiative, including analyzing needs, securing leadership support, and identifying champions to promote adoption.
Discourse Centric Collective Intelligence for the Common GoodAnna De Liddo
Slides of my invited talk given at the Computational Decision Making and Data Science Workshop in Belgrade, Serbia in June2018 http://cdmdsw2018.fon.bg.ac.rs/
Democratic Reflection and other contested collective intelligence tools aim to harness technology to enable people to build consensus even when they disagree. These tools use techniques like crowdsourcing and natural language processing to analyze online conversations, identify points of agreement, and generate visualizations to help people reflect on different perspectives. Trials of these tools showed they can improve critical thinking, challenge assumptions, and potentially bridge political and social divides. The tools are being used to facilitate collaboration and evidence-based discussions among groups addressing complex issues like public policy, education, and building peace in places affected by conflict.
This white paper introduces socially collaborative filtering, which provides more personalized recommendations than traditional collaborative filtering. Socially collaborative filtering tracks socially relevant gestures that provide insight into how users perceive content. These gestures are used to build a list of personally interesting content and recommendations for each individual user. By applying what is learned about one item to new items, socially collaborative filtering can reduce the time it takes for new content to be recommended in a more relevant way for each user.
This document discusses deliberation technologies and their current state, limitations, and opportunities for future research. It describes the state of online deliberation platforms, including their limitations in structuring discussions, avoiding echo chambers and polarization. It introduces argumentation-based deliberation systems and contested collective intelligence, which make the logical structure of discussions and disagreements more explicit. Examples of existing deliberation technologies are provided, along with their advantages over traditional discussion formats. Current limitations are outlined as well as opportunities for future research, such as improving interfaces, scaling technologies, and interoperability.
The document summarizes a PhD student's research on developing a Debate Dashboard to reduce the barriers to adoption of online argument mapping tools. The Dashboard would provide three types of visual feedback on conversations to users: details on participants, how users interact, and the generated content. This feedback aims to decrease the cognitive effort required for users and make the benefits of argument mapping tools more apparent. An initial prototype of the Dashboard will be designed by integrating selected visualization tools and tested through expert interviews and a user survey.
This document provides an overview of communities of practice by summarizing key definitions and the history of the concept. Communities of practice are informal groups that form around common interests or activities whose members learn from one another. They were first studied in apprenticeship contexts but the concept has since been applied to organizations. While communities of practice can enable knowledge sharing, their informal nature also means they may not always align with organizational goals. The document outlines debates around applying the concept to businesses and possibilities of virtual communities of practice with new technologies.
My article from the Journal of Virtual Worlds Research on Born Virtuals and Avapreneurship. Abstract: Borrowing from the international entrepreneurship business literature that uses
the term “Born Globals,” I label organizations that have been created to discover and exploit opportunities primarily within virtual worlds as “Born Virtuals.” While
relatively easy to establish, the challenge for Born Virtuals and avapreneurs, or
entrepreneurial avatars, is to accomplish the critical task of coordinating the actions
of multiple actors to achieve important outcomes – a challenge that has been
repeatedly documented in research on virtual teams and organizations with
geographically dispersed members. As such, this paper’s intent is to investigate two
research questions: RQ1) What are the challenges for avapreneurs to achieving
successful organizational outcomes in Born Virtuals? and RQ2) How can collective
competence be developed such that these challenges can be overcome? To answer
these questions, this paper presents a study of Peace Train, one Born Virtual
organization created in Second Life. Peace Train was founded by three social
avapreneurs interested in promoting peace in the world, and together with more than
100 volunteers, Peace Train organized during the course of eleven months
PeaceFest 08, one of the largest fund-raising events to date in virtual worlds. This
event attracted 8,000 to 10,000 unique avatars and raised 870,000 Linden dollars
from approximately 3,000 individuals from across the globe, which were then
donated to 10 real world charitable organizations.
A basic explanation for communities of practice, and some ideas for designing digital environments to help them thrive. Based on portions of presentations I have given over the last 4-5 years.
Social influences within virtual consumer communitiesStephan ten Kate
This study investigates the social influence effects of social capital within virtual consumer communities on members’ attitudes towards the products that are being discussed within these communities. Since previous offline and online marketing studies primarily focused on consumer
attitude changes from an individual perspective, instead of integrating a view related to the social context, it examines the social influence processes of compliance, identification and internalization, and investigates how these influences emerge from the communities’ social system.
Data of 622 respondents gathered from five communities indicate that the communities’ social context can explain the development of these three social influences, and these interpersonal persuasion processes affect members’ product attitudes directly or indirectly in their turn. Internalization had the strongest effect on members’ product attitude changes, followed by compliance processes. Identification did not have a direct effect, but showed to have an indirect effect via compliance and internalization. Social capital proved to be a significant antecedent of all three influences. The community’s structural character only
influenced identification processes. The relations between the community members partly determined the emergence of identification and internalization processes, while a trusting relational setting negatively affected compliance processes. Cognitive social capital was an important antecedent for all three influence processes.
O documento discute Enterprise Resource Planning (ERP), resumindo sua história, conceito, arquitetura, benefícios, principais sistemas e questões legais relacionadas à emissão de faturas eletrônicas.
A União Europeia está preocupada com o impacto ambiental do plástico descartável e planeja proibir itens como talheres, pratos, copos e canudos plásticos até 2021. A proibição visa reduzir a poluição plástica nos oceanos e promover alternativas mais sustentáveis. Os países da UE terão até 2021 para implementar as novas diretrizes.
Trends in information technology are summarized as follows:
Hardware includes computers, mobile devices, printers and network devices. Operating systems manage computer resources and include Windows, MacOS, Linux and Android. Networks allow sharing of resources through improved quality and use of web servers and browsers. Programming languages for the web include JavaScript, Python and languages for mobile. Libraries and frameworks provide reusable code and patterns like Ionic for mobile development. Databases store and retrieve data using SQL, NoSQL and graph databases. The Internet of Things connects physical objects through sensors and devices like Raspberry Pi and Arduino.
O documento discute código aberto e software livre, incluindo as quatro liberdades do software livre, as organizações Free Software Foundation e Open Source Initiative, e vários tipos de licenças de software como GPL, LGPL, Apache e BSD.
O documento descreve XML (Extensible Markup Language), definindo-o como uma linguagem de marcação flexível baseada em SGML. Explica como XML pode ser usado para descrever a estrutura e conteúdo de documentos sem formatação. Fornece exemplos de como criar um documento XML para faturas e sua correspondente DTD e folha de estilos CSS.
O documento define os principais conceitos de empreendedorismo de acordo com autores como Schumpeter e Druker. Apresenta os benefícios do empreendedorismo como crescimento econômico e novas tecnologias. Discute fatores que influenciam o empreendedorismo como variáveis ambientais, psicológicas e a importância de planejamento para o lançamento de um novo negócio.
Open Source e Modelos de Negócio
Autor: Carlos Costa, ISCTE
Apresentado em
Business Technology World 2009
O Impacto das Tecnologias de Negócio nas Organizações Empresariais
Lisboa, 19 de Março 2009
Este documento apresenta uma introdução sobre Open Source em Portugal por Carlos J. Costa. Carlos J. Costa é professor e investigador no ISCTE onde dirige o mestrado em Software de Código Aberto. Apresenta também sua experiência profissional relacionada a TI e consultoria.
Este documento discute os sistemas de informação contábil e de planeamento de recursos empresariais. Apresenta as principais empresas do mercado, módulos e evolução histórica dos sistemas ERP. Também discute as tendências futuras como a integração com sistemas de comércio eletrónico e gestão da cadeia de abastecimento.
El documento describe el uso de dos estrategias pedagógicas, el aprendizaje invertido y el aprendizaje flexible, en el área de matemáticas en un colegio. Estas estrategias permiten que los estudiantes accedan a contenidos a través de videos y tengan flexibilidad en el ritmo y lugar de aprendizaje. El documento también señala la necesidad de más salas de informática para implementar estas estrategias.
A community development project is kicking off at Rungbua sub district in Ratchaburi , a small community almost the same size of Singapore, the model is similar to this presentation.
O documento discute o uso de software de código aberto em Portugal, incluindo o enquadramento jurídico, exemplos de empresas e projetos que usam código aberto, um estudo sobre o uso em autarquias locais, e iniciativas de ensino relacionadas a código aberto.
Robótica é o estudo da tecnologia associada ao projeto, fabricação e aplicação de robôs. Robôs industriais são comumente utilizados para realizar tarefas perigosas, pesadas ou repetitivas nas linhas de produção e indústrias como a automotiva. A inteligência artificial permite o desenvolvimento de robôs virtuais capazes de conversar sobre diversos assuntos com seres humanos de forma coerente.
Este documento fornece instruções sobre como criar um plugin simples no WordPress e melhorá-lo para incluir uma tabela no banco de dados. Ele explica como fazer upload do plugin, ativá-lo e usá-lo através de um shortcode. Também discute como adicionar código para criar uma tabela no método de instalação e armazenar dados nela durante o processo de instalação e removê-los na desinstalação.
The document provides descriptions of the typical design elements found on magazine pages, including a large main image that often bleeds across the page; a headline in the largest text that relates to the image; and a stand first that gives a small amount of information to introduce the main story. Other common elements are drop caps to indicate where to start reading; inserts that provide extra information, quotes or competitions; and columns, page numbers, and a limited color scheme to structure the page.
10 DO's and DON'Ts in Customer Service for Hotels and RestaurantsBam Ramirez
Today, I would like to take you to the basics and share with you a short and clear list of customer service essentials. Most of them are fairly common knowledge, and they won’t take you much effort
to follow, but still they are absolutely critical to ensure you perform your job professionally and serve your customers right.
This document discusses bibliographic referencing styles and reference management software. It begins with an agenda that lists APA style, IEEE style, ACM style, and Harvard style. It then provides brief overviews of each style's guidelines for referencing studies and authors in bibliographies. The document also introduces Zotero, a free bibliographic reference manager that can help import references, cite studies in documents, and organize bibliographies. It provides screenshots and links to tutorials on how to use Zotero's various features.
This document provides an overview of information systems from four perspectives: corporate, administrative, marketing, and knowledge management. For the corporate perspective, it discusses enterprise resource planning (ERP) and business process management (BPM). It then explains digital currency and digital signatures from an administrative view and analytics from a marketing perspective. Finally, it covers e-learning as it relates to knowledge management.
How do you know about labor supply? write about the labor supply issues.kumail mehdi
Labor supply issues involve predicting and responding to changes in the availability of skilled workers. As baby boomers retire, the U.S. is predicted to have nearly 2.4 million unfilled jobs by 2014 across many industries. Despite increased immigration, foreign workers will not fully offset the shortage. In times of shortage, organizations need sophisticated recruitment and retention strategies that consider human behavior to hire and keep skilled employees. Organizations also use contingent workers like part-time, temporary, and contract employees to flexibly meet changing workforce needs while continuing to downsize their core employee base for flexibility. Managing this mix of core and contingent workers presents challenges around motivation, availability, adaptation, and potential conflicts.
Crowdsourcing involves outsourcing tasks traditionally done by employees to a large group of people. It allows companies to tap into talent outside their own organizations. Crowdsourcing problems are broadcast to an unknown group who submit solutions, which are then sorted and evaluated. There are four main types of crowdsourcing: crowdfunding, crowdcreation, crowdvoting, and crowd wisdom. Crowdsourcing provides benefits like low costs, access to wider talent, and customer insights. It differs from outsourcing in that tasks are done by an undefined public rather than specific contractors.
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Crowdsourcing the Policy Cycle - Collective Intelligence 2014 Araz Taeihagh ...Araz Taeihagh
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Electrical, Electronics and Computer Engineering,
Information Engineering and Technology,
Mechanical, Industrial and Manufacturing Engineering,
Automation and Mechatronics Engineering,
Material and Chemical Engineering,
Civil and Architecture Engineering,
Biotechnology and Bio Engineering,
Environmental Engineering,
Petroleum and Mining Engineering,
Marine and Agriculture engineering,
Aerospace Engineering.
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Proposing a System to Support Crowdsourcing
1. 13
Proposing a System to Support Crowdsourcing
Manuela Aparicio
Adetti - IUL/ISCTE - IUL
Av. Das Forças Armadas
Lisboa, Portugal
manuela.aparicio@iscte.pt
Carlos J. Costa
Adetti – IUL /ISCTE - IUL
Av. Das Forças Armadas
Lisboa, Portugal
carlos.costa@iscte.pt
Andrew Simoes Braga
University of Winnipeg
Winnipeg, Manitoba,
Canada
braga.a@webmail.uwinnipeg.ca
ABSTRACT
In this paper, a conceptual framework is proposed, supported in
the literature review, derived by identifying the main concepts
related to crowdsourcing, as well as ways of improving group
participation. We also propose a software solution that may be
used to support the crowdsourcing process. This software solution
is inspired by the conceptual framework.
Categories and Subject Descriptors
H.5.3 [Information Interfaces]: Group and Organization
Interfaces, Collaborative computing, Web-based interaction.
General Terms
Management, Economics, Human Factors
Keywords
Crowdsourcing, Collective intelligence, Web Application, Web
Based Systems, Collaborative Systems
1. INTRODUCTION
Our daily lives are filled with interactions as members of a group,
a professional team, or as individuals who make connections and
contribute to society. People use web to communicate, to work
and to have leisure time. People are increasingly using the web to
communicate for work purposes, as well as in their leisure time.
This has increased the amount of time people are spending online
every day, while also increasing its importance with the evolution
of social system networks. Cooperation is spreading around the
globe, linking people from different countries, cultures and
backgrounds. Web applications are nowadays available in various
formats, and it has become quite common for individuals to check
their email or social network accounts on their smart phones and
tablets many times a day. Collaborative websites are being
developed with each individual's free contributions, and
companies are willing to use the crowds as a rational resource to
sovling their problems. In this context we purpose a system that
aims to support crowdsourcing.
In this paper we propose a conceptual framework supported on
the basis of our review of the existing literature. We also present a
solution to support crowdsourcing.
In the following section, we identify the main concepts related to
crowdsourcing, as well as ways of improving group participation.
We then present a generic framework, and finally a specific
solution inspired by this framework.
2. LITERATURE REVIEW
Collective intelligence is “a form of universally distributed
intelligence, constantly enhanced, coordinated in real time, and
resulting in the effective mobilization of skills” [7]. Collective
intelligence is also defined by Howe [5] as a “form of group
cognition” in which each individual performs his own role, taking
part in a larger community of players. Howe compares the
integration of knowledge derived from different people that
communicate within a group in order to achieve certain
objectives. Malone and colleagues [8] created a model for
mapping the genome of collective intelligence, in which it is
defined as “groups of individuals doing things collectively that
seem intelligent”.
James Surowiecki [12] refers to two different ways of
understanding what he calls the wisdom of crowds. Surowiecki
[12] defines the wisdom of crowds as decentralized wisdom
generated by a crowd of self-interested people, working in a
decentralized way on the same problem. Crowdsourcing emerged
from a new paradigm, involving external people in the
organization in order to be creative and to collaborate on solving a
problem, or to pursue an objective [6]. The crowdsourcing
concept is based on the principle that each individual has
knowledge that is valuable to other people.
In literature (e.g. [6], [10]) some crowdsourcing types arise:
Prediction market or information market
Problem solving or crowdcasting
“Idea Jam”
The prediction, or information market relies on public opinion,
and therefore pools from “futures” purchases to make decisions in
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2. 14
different situations. Problem solving, or crowdcasting, is a type of
crowdsourcing that some organizations use to get inputs to the
problems that arise in their everyday operation. The “Idea Jam” is
also used, mainly by organizations when faced with the need to
get new and fresh ideas using crowd brainstorm suggestions.
Crowdsourcing models are connected to the referred typology [6].
Crowdcreation is a model used to channel the energy of a crowd
in an outsourced way, like when companies use the crowds for TV
advertisements, language translation, or any other form of co-
creation, by adding individual parts to build a whole. The Crowd
voting model can be applied to various situations, such as when
organizations need judgment on ideas, for public opinion on
controversial political matters, or even when search engines
organize outputs according popularity. Another model is
crowdfunding, which is a way that public organizes in order to
raise funds for a common cause.
In order to have a crowd be part of a collaborative community, it
is mandatory to recruit users, and to retain them [3]. Existing
literature points out some useful strategies[3]:
Require users
Pay Users
Ask for volunteers
Make users pay for a service
Piggyback on the user traces
There are five ways user recruiting can be identified. First, we can
require users if we have the authority to do so. Second, users can
be paid to perform specific tasks. Third, we can apply for
volunteers, which is, in fact, the most popular method for many
successful websites like Wikipedia, Linux, Yahoo, and You Tube,
among others. Fourth, users can be asked to pay for a service. For
example, users can leave a comment on a system only after they
solve a puzzle. The puzzle/Captcha solving can be the payment
from the user to the system by reCaptching. When the user retypes
a word that an OCR program has failed to recognize in system A,
the retyping is a “payment” that consists in an effort to digitize
written text into system B. The fifth way to recruit users can be
accomplished by tracing users on a specific system. For example,
building a spelling correction system by exploiting user traces of a
search engine, like Google or Yahoo!
Once users are part of a crowd system, they should feel
encouraged to stay and be part; In other words, systems should
retain users. Doan and colleagues [3] identified the main popular
methods of user retention:
1. Provide instant graphics
2. Provide an enjoyable experience or a necessary service
3. Establish a measure to show fame/trust/reputation
4. Set up a competition
5. Provide an ownership situation
On one hand, systems can provide instant gratification by
showing to the user how their participation was valuable. Another
way of retaining users is to provide an enjoyable experience while
they make their contribution. Yet Another is to enable users to
measure of their fame, popularity, or reputation in the community,
or to set competitions between users, showing top rated users.
Ownership can also be a solution to cultivate the feeling in the
user that they belong to, or own, part of a system.
On the other hand, the contexts in which this concept can be used
are very wide, including art creation [13], [14]. Smart phones, by
integrating the Web with mobile phones, have become essential -
not only for communicating, but also for sharing implicitly and
explicitly generated information [15] [16]. Those opportunities
also present new challenges, for example, new forms of
presenting information and supporting crowdsourcing processes
[16].
3. A FRAMEWORK
In order to analyze the main issues related to crowdsourcing, and
to create new paths of development, we propose here a conceptual
framework. In this framework we identify the participants (who),
the tasks (what), motivations and incentives (why) and the ways in
which tasks are accomplished (how).
Table 1 – A Framework to Identify
Who What Why How
Problem
proponents
Problem Incentive to
propose a
problem
Anonymity
Access to
Information
Idea
Generator
Solution Incentive to
propose a
solution
Anonymity
Access to
Information
Evaluators Vote Incentive to
vote
Anonymity
Access to
Information
Who- Who are the main participants in the process? The
participants may be problem proposers, idea proposers and/or
evaluators. Each one of those roles may be played by participants
with specific skills.
What- As already mentioned (e.g. [3]), there are several forms of
participation. McGrath [9] built on Hackman's [4] observations,
describing four general processes: Generating, Choosing,
Negotiating, and Executing. Specifically, in this context we
identified three tasks: proposing a problem, proposing a solution
and voting. The first two tasks correspond to generating, in
McGrath's processes, while voting corresponds to the Choosing
process.
Why- A person's motivation to contribute is one of the most
important issues related to crowdsourcing. In fact, as Howe [6]
points out, getting people involved requires understanding what
motivates them to contribute. He also stresses that people need to
feel rewarded for their efforts, even if it takes the form of a small
amount of money. On the other hand, the incentives also depend
on the entity that is requesting participation [6].
How- There are several ways of participating. They depending not
only on the task (e.g. generating, choosing), but it also change
according to the rules that participants agree to follow. The degree
of participant anonymity, the level of information sharing, and the
type of incentives involved may change how people participate.
3. 15
4. IMPLEMENTINGA SOLUTION
The proposed system supports different types of users, with
different motivations for contributing to a problem situation/
scenario. The following figure is a use case of the proposed
system.
A user/team/organization may want feedback from multiple
people on a problematic situation. In this scenario, a user has a
proposer profile, and user validated access to the platform, where
they can publish a problem, sharing it with a community.
Someone, or a number of registered users, motivated by the
problem, or by public recognition, or for any other reason,
collaborate, providing their own respective insights into the
problem.
In this system these types of users are called the solvers.
According to their specific configurations, their responses may or
may not be seen by other solvers. Also depending on these
configurations, solvers can see each others' solutions, and
therefore construct their ideas based on them.
The evaluator, still another kind of user, can evaluate the private
and public/shared solutions to the given problem. The evaluator
can be the proposer themselves, but can also be any other public
user who wishes to give their evaluations of the proposed
solutions. In this system, crowdsourcing could be applied to all of
these user types in order that the idea can be supported or
critiqued, or the crowd could vote on ideas as in a wiki concept
[2], [1].
Figure 1- Solution Use Case
In the following class diagram, the five main classes in the system
are identified: User, Solution, Vote, Problem and Comment.
The user may present a problem or a solution. The user may also
vote. As previously noted, the user may be somebody that
presents a problem, comes up with a solution, or evaluates given
solutions.
Users may or may not be anonymous. Participants can remain
anonymous to other participants, but may find it useful to keep
personal information about who participates in order to give
specific rewards.
As presented in the use case diagram (figure 1), the proposer can
customize the system in order that it allows different forms of
public participation. For example, the solution proposed may be
viewed by all the participants or may be accessible only to the
problem proposer.
On the other hand, an important issue is the incentive that the
proposer is willing to give to the participants, according to the
level or quality of participation, or for simply participating. This
issue is very important and subject to future study.
Figure 2- Solution Class Diagram
In previous projects we used JAVA technology, however, due to
the costs involved in maintenance and development, we decided
to use a CMS (Content Management System). This solution
corresponds to the adaptation of CMS into a Crowd Source
System. Specifically, this solution is supported in the Wordpress
4. 16
Table 2 – CroudSourcing System vs. CMS
CrowdSourcing Content Management System
Problem Post
Solution Comment
Vote Rate
Figure 3 is a screen-shot of a publicly shared problem. The figure
specifically shows a list of problems presented in January 2012.
The list is composed of two problems: “How to reduce personal
expenses?” and “Solutions to European crisis”. Those problems
may also be organized by categories. Each user may link several
categories to each problem. Those categories may be useful to
organize the type of problems. In the case we have “social
problems” and “corporate problems”.
Several keywords may also be connected to each problem. For
example, a keyword may be connected to some kind of reward for
users who can solve the problems associated with this keyword.
Figure 3- Inserting Problem
A problem is posted and it is then expected that the public give
feedback by commenting on the problem. The comments will not
be approved (or shared to other participants) to avoid plagiarism.
In figure 4, a user posted a solution to the need of “improving
productivity”.
Figure 4- Inserting Solution
As mentioned before, there are also some users that are
evaluators.
The voting process can also be organized by the proposers of the
problems, in order that their purposes can be achieved.
Figure 5- Evaluating Solutions
5. 17
Development of new modules for Drupal and add-ons for
Wordpress should also be considered.
5. PRELIMINARY EVALATION
This system is currently being used and tested and is in the
development and customization process. Nevertheless, the
problems presented here were created for the purpose of
experimentation.
The use of the system allowed us to improve on some minor
issues related to usability and user experience, however the main
concepts were not seriously scrutinized.
6. CONCLUSIONS
In this paper, we identified the main concepts related to
crowdsourcing, as well as ways of improving group participation.
Supported by the literature, we proposed a conceptual framework
that could be used to either study observed reality, or to support
the development of new systems with new features.
7. ACKNOWLEDGMENTS
This study was partially supported by FCT.
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6. 18
The author has requested enhancement of the downloaded file. All in-text references underlined in blue are linked to publications on ResearchGate.The author has requested enhancement of the downloaded file. All in-text references underlined in blue are linked to publications on ResearchGate.