67 research outputs found

    Columbia Chronicle (02/08/2010)

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    Student newspaper from February 8, 2010 entitled The Columbia Chronicle. This issue is 40 pages and is listed as Volume 45, Number 18. Cover story: Columbia\u27s Moment Editor-in-Chief: Bethany Reinharthttps://digitalcommons.colum.edu/cadc_chronicle/1777/thumbnail.jp

    Electronic business and electronic commerce (supporting lecture notes for students of dirеction "Management" of all forms of education)

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    E-Business systems naturally have greater security risks than traditional business systems, therefore it is important for e-business systems to be fully protected against these risks. Customers, suppliers, employees, and numerous other people use any particular e-business system daily and expect their confidential information to stay secure. Hackers are one of the great threats to the security of e-businesses. Some common security concerns for e-Businesses include keeping business and customer information private and confidential, authenticity of data, and data integrity. Some of the methods of protecting e-business security and keeping information secure include physical security measures as well as data storage, data transmission, anti-virus software, firewalls, and encryption to list a few.Розглянуто та рекомендовано до друку на засіданні кафедри інноваційного менеджменту та підприємництва, протокол No1 від 27 серпня 2015 року. Схвалено та рекомендовано до друку на засіданні методичної комісії факультету управління та бізнесу у виробництві Тернопільського національного технічного університету імені Івана Пулюя, протокол No6 від 26 лютого 2016 року.The purpose of thе document is to present the different underlying "technologies" (in reality, organizational modes based on information and communication technologies) and their associated acronyms. The term "e-Business" therefore refers to the integration, within the company, of tools based on information and communication technologies (generally referred to as business software) to improve their functioning in order to create value for the enterprise, its clients, and its partners.Topic 1. Basic concepts of electronic business and electronic commerce 1.1. Basic concepts and principles of e-business. 1.2. Origins and growth of e-commerce. Topic 2. Ecommerce as a part of electronic business 2.1. E-business infrastructure, e-environment and e-business strategy 2.2. Ways of e-business conducting. Online trading. Topic 3. Basis of global computer network internet functioning. 3.1. Basic principles of internet. 3.2. The most common services of Іnternet. 3.3. The concept and structure of Internet marketing. Topic 4. E-commerce systems in corporate sector 4.1. The basic processes of implementation of electronic commerce in the B2B sector. Virtual enterprise, internet incubator, mobile commerce. 4.2. The role of supply-chain management (SCM) and customer relationship management (CRM) in e-commerce. Topic 5. Information management for effective e-commerce building through intranet and extranet 5.1. Basic principles of Intranet functioning. 5.2. Extranet and its security issues. Topic 6. Electronic payment systems 6.1. Electronic payment systems. 6.2. Primary classification of payment systems

    Washington University Record, February 1, 2007

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    https://digitalcommons.wustl.edu/record/2095/thumbnail.jp

    Commercial communication in the digital age : information or disinformation?

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    In today’s digital age, online and mobile advertising are of growing importance, with advertising no longer bound to the traditional media industry. Although the advertising industry still has broader access to the different measures and channels, users and consumers today have more possibilities topublish, get informed or communicate – to “co-create” –, and toreach a bigger audience. There is a good chance thus that users and consumers are better informed about the objectives and persuasive tricks of the advertising industry than ever before. At the same time, advertisers can inform about products and services without the limitations of time and place faced by traditional mass media. But will there really be a time when advertisers and consumers have equal power, or does tracking users online and offline lead to a situation where advertisers have more information about the consumers than ever before? The volume discusses these questionsand related issues

    The ownership of online news: a political economy analysis of www.FOXNews.com and www.news.yahoo.com

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    This dissertation explores the ownership of online news content within the broader context of diversity of news sources in the public sphere. The free flow of diverse sources of news and information is critical to democratic governance and public discourse. Research has highlighted the central role the Internet can play in facilitating this discourse and thus contributing to the political process. This research explores the diversity of news online by examining the ownership of news sources online. The project uses a qualitative case study approach and basic quantitative methods to conduct analyses of the homepages of News Corporation’s www.FOXNews.com and Yahoo! Inc.’s www.news.yahoo.com. Four key elements are addressed: (1) the commercial imperatives of News Corporation and Yahoo! Inc., as these imperatives relate to the ownership and production of online news content online, (2) the ultimate owners of sources of news content cited on www.FOXNews.com and www.news.yahoo.com, (3) the corporate relationships between News Corporation and the ultimate owners of news content on www.FOXNews.com and between Yahoo! Inc. and the ultimate owners of news content on www.news.yahoo.com, and (4) the types of news content on these Web sites and the organization of the news content on the homepages. Findings indicate that the overall corporate commercial imperatives of News Corporation and Yahoo! Inc. guide the production, aggregation, and distribution of news content on the homepages of www.FOXNews.com and www.news.yahoo.com. International news agencies and a small group of media corporations are dominant as ultimate owners of news content on the homepages of www.FOXNews.com and www.news.yahoo.com. In addition, both News Corporation and Yahoo! Inc., have extensive corporation content sharing relationships with major media companies already dominant in traditional media. The results indicate that media conglomerates already dominant in the production, aggregation, and distribution of traditional media are also dominant online. The ostensibly many brands of news content are, in fact, owned by few ultimate owners. Such ownership gives media corporations enormous power and the potential to influence public discourse on important matters of governance and political life

    From Shadowmourne To Folk Art Articulating A Vision Of Elearning For The 21st Century

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    This study examines mass-market applications for some of the many theories of eLearning and blended learning, focusing most closely on a period from 2000-2010. It establishes a state of the union for K-12 immersive eLearning environments by using in-depth cases studies of five major mass-market, educational, and community-education based products—Gaia Online, Poptropica, Quest Atlantis, Dimenxian/Dimension U, and Folkvine. Investigating these models calls into play not only the voices of traditional academic and usability research, but also the ad hoc voices of the players, commentators, developers, and bloggers. These are the people who speak to the community of these sites, and their lived experiences fall somewhere in the interstices between in-site play, beta development, and external commentary (both academic and informal.) The works of experimental academic theorists play an acknowledged and fundamental role in this study, including those of Ulmer, Barab, Gee, and McLuhan. These visionary voices of academia are balanced with a consideration of both the political and financial constraints surrounding immersive educational game development. This secondary level of analysis focuses on how issues around equity of access, delivery platforms, and target disciplines can and should inform strategic goals. While this dissertation alone is unlikely to solve issues of access, emergent groups including the OLPC hold exciting promises for worldwide connectivity. My conclusion forms a synthesis of all these competing forces and proposes a pragmatic and conceptual rule-set for the development of a forward-looking and immersive educational MMORP

    Understanding personal and contextual factors to increase motivation in gamified systems

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    Gamification, the use of game elements in non-game contexts, has been shown to help people reaching their goals, affect people's behavior and enhance the users' experience within interactive systems. However, past research has shown that gamification is not always successful. In fact, literature reviews revealed that almost half of the interventions were only partially successful or even unsuccessful. Therefore, understanding the factors that have an influence on psychological measures and behavioral outcomes of gamified systems is much in need. In this thesis, we contribute to this by considering the context in which gamified systems are applied and by understanding personal factors of users interacting with the system. Guided by Self-Determination Theory, a major theory on human motivation, we investigate gamification and its effects on motivation and behavior in behavior change contexts, provide insights on contextual factors, contribute knowledge on the effect of personal factors on both the perception and effectiveness of gamification elements and lay out ways of utilizing this knowledge to implement personalized gamified systems. Our contribution is manifold: We show that gamification affects motivation through need satisfaction and by evoking positive affective experiences, ultimately leading to changes in people's behavior. Moreover, we show that age, the intention to change behavior, and Hexad user types play an important role in explaining interpersonal differences in the perception of gamification elements and that tailoring gamified systems based on these personal factors has beneficial effects on both psychological and behavioral outcomes. Lastly, we show that Hexad user types can be partially predicted by smartphone data and interaction behavior in gamified systems and that they can be assessed in a gameful way, allowing to utilize our findings in gamification practice. Finally, we propose a conceptual framework to increase motivation in gamified systems, which builds upon our findings and outlines the importance of considering both contextual and personal factors. Based on these contributions, this thesis advances the field of gamification by contributing knowledge to the open questions of how and why gamification works and which factors play a role in this regard.Gamification, die Nutzung von Spielelementen in spielfremden Kontexten, kann nachweislich Menschen helfen, ihre Ziele zu erreichen, das Verhalten von Menschen zu beeinflussen und die Erfahrung der User in interaktiven Systemen zu verbessern. Allerdings hat die bisherige Forschung gezeigt, dass Gamification nicht immer erfolgreich ist. So haben Literaturübersichten ergeben, dass fast die Hälfte der Interventionen nur teilweise erfolgreich oder sogar erfolglos waren. Daher besteht ein großer Bedarf, die Faktoren zu verstehen, die einen Einfluss auf psychologische Maße sowie auf das Verhalten von Usern in gamifizierten Systemen haben. In dieser Arbeit tragen wir dazu bei, indem wir den Kontext, in dem gamifizierte Systeme eingesetzt werden, betrachten und persönliche Faktoren von Usern, die mit dem System interagieren, verstehen. Geleitet von der Selbstbestimmungstheorie, einer der wichtigsten Theorien zur menschlichen Motivation, untersuchen wir Gamification und dessen Auswirkungen auf Motivation und Verhalten in Kontexten zur Verhaltensänderung. Wir liefern Erkenntnisse über kontextuelle Faktoren, tragen Wissen über den Einfluss persönlicher Faktoren auf die Wahrnehmung und Effektivität von Gamification-Elementen bei und bieten Möglichkeiten, dieses Wissen für die Implementierung personalisierter gamifizierter Systeme zu nutzen. Unser Beitrag ist mannigfaltig: Wir zeigen, dass Gamification die Motivation durch Bedürfnisbefriedigung und durch das Hervorrufen positiver affektiver Erfahrungen beeinflusst, was letztlich zu Verhaltensänderungen führen kann. Darüber hinaus zeigen wir, dass das Alter, die Absicht, das Verhalten zu ändern, und Hexad-Usertypen eine wichtige Rolle bei der Erklärung von interpersonellen Unterschieden in der Wahrnehmung von Gamification-Elementen spielen. Ebenso zeigen unsere Resultate dass die Anpassung von gamifizierten Systemen auf Basis dieser persönlichen Faktoren positive Auswirkungen auf psychologische und verhaltensbezogene Ergebnisse hat. Letztlich zeigen wir, dass Hexad-Usertypen teilweise durch Smartphone-Daten und Interaktionsverhalten in gamifizierten Systemen vorhergesagt werden können und dass sie auf spielerische Art und Weise erhoben werden können. Dies ermöglicht, unsere Erkenntnisse in der Gamification-Praxis zu nutzen. Auf Basis dieser Ergebnisse schlagen wir ein konzeptuelles Framework zur Steigerung der Motivation in gamifizierten Systemen vor, das die Wichtigkeit der Berücksichtigung sowohl kontextueller als auch persönlicher Faktoren hervorhebt. Diese Erkenntnisse bereichern das Forschungsfeld Gamification, indem sie Wissen zu den offenen Fragen, wie und warum Gamification funktioniert und welche Faktoren in diesem Zusammenhang eine Rolle spielen, beitragen

    Essentials of Business Analytics

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