45,874 research outputs found

    Effectiveness of Corporate Social Media Activities to Increase Relational Outcomes

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    This study applies social media analytics to investigate the impact of different corporate social media activities on user word of mouth and attitudinal loyalty. We conduct a multilevel analysis of approximately 5 million tweets regarding the main Twitter accounts of 28 large global companies. We empirically identify different social media activities in terms of social media management strategies (using social media management tools or the web-frontend client), account types (broadcasting or receiving information), and communicative approaches (conversational or disseminative). We find positive effects of social media management tools, broadcasting accounts, and conversational communication on public perception

    Exploring the information behaviour of users of Welsh Newspapers Online through web log analysis

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    Purpose – Webometric techniques have been applied to many websites and online resources, especially since the launch of Google Analytics (GA). To date, though, there has been little consideration of information behaviour in relation to digitised newspaper collections. The purpose of this paper is to address a perceived gap in the literature by providing an account of user behaviour in the newly launched Welsh Newspapers Online (WNO). Design/methodology/approach – The author collected webometric data for WNO using GA and web server content logs. These were analysed to identify patterns of engagement and user behaviour, which were then considered in relation to existing information behaviour. Findings – Use of WNO, while reminiscent of archival information seeking, can be understood as centring on the web interface rather than the digitised material. In comparison to general web browsing, users are much more deeply engaged with the resource. This engagement incorporates reading online, but users’ information seeking utilises website search and browsing functionality rather than filtering in newspaper material. Information seeking in digitised newspapers resembles the model of the “user” more closely than that of the “reader”, a value-laden distinction which needs further unpacking. Research limitations/implications – While the behaviour discussed in this paper is likely to be more widely representative, a larger longitudinal data set would increase the study’s significance. Additionally, the methodology of this paper can only tell us what users are doing, and further research is needed to identify the drivers for this behaviour. Originality/value – This study provides important insights into the underinvestigated area of digitised newspaper collections, and shows the importance of webometric methods in analysing online user behaviour

    A user-oriented network forensic analyser: the design of a high-level protocol analyser

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    Network forensics is becoming an increasingly important tool in the investigation of cyber and computer-assisted crimes. Unfortunately, whilst much effort has been undertaken in developing computer forensic file system analysers (e.g. Encase and FTK), such focus has not been given to Network Forensic Analysis Tools (NFATs). The single biggest barrier to effective NFATs is the handling of large volumes of low-level traffic and being able to exact and interpret forensic artefacts and their context – for example, being able extract and render application-level objects (such as emails, web pages and documents) from the low-level TCP/IP traffic but also understand how these applications/artefacts are being used. Whilst some studies and tools are beginning to achieve object extraction, results to date are limited to basic objects. No research has focused upon analysing network traffic to understand the nature of its use – not simply looking at the fact a person requested a webpage, but how long they spend on the application and what interactions did they have with whilst using the service (e.g. posting an image, or engaging in an instant message chat). This additional layer of information can provide an investigator with a far more rich and complete understanding of a suspect’s activities. To this end, this paper presents an investigation into the ability to derive high-level application usage characteristics from low-level network traffic meta-data. The paper presents a three application scenarios – web surfing, communications and social networking and demonstrates it is possible to derive the user interactions (e.g. page loading, chatting and file sharing ) within these systems. The paper continues to present a framework that builds upon this capability to provide a robust, flexible and user-friendly NFAT that provides access to a greater range of forensic information in a far easier format

    Exploration of User Groups in VEXUS

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    We introduce VEXUS, an interactive visualization framework for exploring user data to fulfill tasks such as finding a set of experts, forming discussion groups and analyzing collective behaviors. User data is characterized by a combination of demographics like age and occupation, and actions such as rating a movie, writing a paper, following a medical treatment or buying groceries. The ubiquity of user data requires tools that help explorers, be they specialists or novice users, acquire new insights. VEXUS lets explorers interact with user data via visual primitives and builds an exploration profile to recommend the next exploration steps. VEXUS combines state-of-the-art visualization techniques with appropriate indexing of user data to provide fast and relevant exploration

    FORGE: An eLearning Framework for Remote Laboratory Experimentation on FIRE Testbed Infrastructure

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    The Forging Online Education through FIRE (FORGE) initiative provides educators and learners in higher education with access to world-class FIRE testbed infrastructure. FORGE supports experimentally driven research in an eLearning environment by complementing traditional classroom and online courses with interactive remote laboratory experiments. The project has achieved its objectives by defining and implementing a framework called FORGEBox. This framework offers the methodology, environment, tools and resources to support the creation of HTML-based online educational material capable accessing virtualized and physical FIRE testbed infrastruc- ture easily. FORGEBox also captures valuable quantitative and qualitative learning analytic information using questionnaires and Learning Analytics that can help optimise and support student learning. To date, FORGE has produced courses covering a wide range of networking and communication domains. These are freely available from FORGEBox.eu and have resulted in over 24,000 experiments undertaken by more than 1,800 students across 10 countries worldwide. This work has shown that the use of remote high- performance testbed facilities for hands-on remote experimentation can have a valuable impact on the learning experience for both educators and learners. Additionally, certain challenges in developing FIRE-based courseware have been identified, which has led to a set of recommendations in order to support the use of FIRE facilities for teaching and learning purposes

    Paper Gaming: Creating IoT Paper Interactions with Conductive Inks and Web-connectivity through EKKO

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    Paper is ubiquitous. It forms a substantial part of our everyday activities and interactions; ranging from our take-away coffee cups -- to wallpaper -- to rail tickets -- to board and card games. Imagine if you could connect paper to the Internet, interact and update it with additional data but without recourse to reprinting or using e-ink alternatives. This paper explores work examining conductive inks and web-connectivity of printed objects, which form part of an emergent sub-field within the Internet of Things (IoT) and paper. Our research is starting to explore a range of media uses, such as interactive newspapers, books, beer mats and now gaming environments through prototype IoT device named EKKO; a clip that allows conductive ink frameworks to detect human touch interaction revealing rich media content through a mobile application as the 'second screen'
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