170,893 research outputs found

    Emerging technologies for learning (volume 1)

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    Collection of 5 articles on emerging technologies and trend

    Social media and public policy

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    Introduction: Government and public service delivery is taking place in a changed world. A significant level of social, economic and political activity is now happening on the internet.As people buy and sell goods, search for information, browse the web and share their day–to–day experiences with colleagues, friends and family through social networks, they produce an enormous amount of data.The use of this data to develop insights is growing rapidly. In the private sector it is being used to enhance decision making, understand customer behaviour, improve operational efficiency and identify new markets.The new information environment also obliges government to develop new capabilities to understand the information available and to compete for attention and influence within it.Part of the challenge in embracing the digital age is that, in the midst of rapid change, it’s very difficult to know where to place your bets. We do not yet know exactly what access to large volumes of social data will mean for our society. It certainly will not present a panacea for long–standing social problems; but it can add another dimension to our understanding of them.This report considers whether social media data can improve the quality and timeliness of the evidence base that informs public policy. Can the myriad of human connections and interactions on the web provide insight to enable government to develop better policy, understand its subsequent impact and inform the many different organisations that deliver public services?The report is based on an evaluation of available literature and interviews with 25 experts from a number of disciplines. Given that developments in this field are at such an early stage, it aims to provide helpful signposts rather than definitive answers

    CHORUS Deliverable 4.5: Report of the 3rd CHORUS Conference

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    The third and last CHORUS conference on Multimedia Search Engines took place from the 26th to the 27th of May 2009 in Brussels, Belgium. About 100 participants from 15 European countries, the US, Japan and Australia learned about the latest developments in the domain. An exhibition of 13 stands presented 16 research projects currently ongoing around the world

    Challenges and confusion in media and communication regulation: a four country comparison.

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    In this chapter we discuss recent developments and challenges in European media and communication policy, focussing on the period since the 2008 global financial crisis. We are especially interested in the implications of the financial crisis and its political repercussions nationally (austerity measures and cuts to public services as well as growing anti-politics sentiments and widespread dissatisfaction with free-market capitalism and representative democracy) for media and communication policy, understood here in a broad sense, so to include all electronic communications, such as the Internet, mobile communications, social media etc. Our overarching concern is with the implications of developments in media and communication policy for the democratic functions of the media in Europe

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    With the Support of Listeners Like You : Lessons from U.S. Public Radio

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    This chapter provides an assessment of public broadcasting in the United States. It asserts that European public service broadcasting (PSB) could learn from U.S. practices that may prove to be particularly relevant in the current PSB climate

    Social Media: the Wild West of CSR Communications

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    Purpose - The central argument that this paper posits is that traditional media of old presented a clear, ordered world of communication management for organisations to extol their CSR credentials. In contrast to this, new Web 2.0 social media is increasingly being used by activists and hactivists to challenge corporate communication CSR messages and does so by highlighting instances and examples of Corporate Social Irresponsibility (CSI) (Jones, Bowd and Tench, 2009; Tench, Sun and Jones, 2012). Design/methodology/approach - The paper reports on research data from the European Communication Monitor 2010, 2011 and 2012 (http://www.communicationmonitor.eu/) and draws on work already published in this area (Tench, Verhoeven and Zerfass, 2009; Verhoeven et al, 2012; and Zerfass et al, 2010, 2011) to illustrate the unruly unregulated Web 2.0 social media communication landscape in Europe. A range of literature is drawn on to provide the theoretical context for an exploration of issues that surround social media. Findings - In late modernity (Giddens, 1990) communication comes in many guises. Social media is one guise and it has re-shaped as well as transformed the nature of communications and the relationship between organisations and their stakeholders. Originality/value - Communicating CSR in the Wild West of social media requires diplomatic and political nous, as well as awareness and knowledge of the dangers and pitfalls of CSI. The data reported on in this paper illustrates well the above points and sets out scenarios for future development of corporate communication of CSR through, and with social media

    Broadening Civic Space Through Voluntary Action Lessons from 2011

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    This publication explores how non-formal voluntary action outside of formal organizations can lead to greater citizen participation in governance; serves as a resource to help civil society organizations (CSOs) explore the opportunities for engagement this presents; highlights recent examples of how socially-oriented volunteerism has connected to more change-oriented activism; and suggests how both non-formal voluntary citizen action and social activism within CSOs can be strengthened
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