Building Your Own Online Panel Via E-Mail and Other Digital Media

Author(s):  
Vera Toepoel
Keyword(s):  
2014 ◽  
pp. 1175-1195
Author(s):  
Michael J. Moore ◽  
Tadashi Nakano ◽  
Tatsuya Suda ◽  
Akihiro Enomoto

Face-to-Face bullying is a traditional form of bullying in which bullies attack victims through physical, verbal, or social attacks. Cyberbullying is a new form of bullying. Cyberbullies abuse digital media to attack victims (such as attacks through websites, social networking services, blogging, e-mail, instant messaging, chat rooms, and cell phones). Cyberbullying and face-to-face bullying share many similarities. For example, bullies achieve power over a victim in both cyberbullying and face-to-face bullying. On the other hand, cyberbullying has differences from face-to-face bullying that arise from characteristics of digital media such as anonymity and rapid spreading of attacks. This chapter highlights key concerns of cyberbullying stemming from the use of digital media and discusses existing models of face-to-face bullying which may aid in model cyberbullying. This chapter then introduces state-of-the-art research in automated tools to detect cyberbullying. Finally, this chapter concludes with future perspective of research in automated tools to detect cyberbullying.


2017 ◽  
Vol 48 (4) ◽  
pp. 412-440
Author(s):  
Brian D. Blackburne ◽  
Carroll Ferguson Nardone

This research explores a presumed link between today’s use of digital media and an ever-increasing lack of rhetorical awareness in students. Specifically, the study pilots a method for measuring rhetorical awareness through students’ e-mail transactions with faculty in technical writing service courses, questioning whether rhetorical awareness has decreased in the preceding 10 years. The findings indicate that students might be more rhetorically aware today than they were 10 years ago, but levels remain below expectations.


Author(s):  
Michael J. Moore ◽  
Tadashi Nakano ◽  
Tatsuya Suda ◽  
Akihiro Enomoto

Face-to-Face bullying is a traditional form of bullying in which bullies attack victims through physical, verbal, or social attacks. Cyberbullying is a new form of bullying. Cyberbullies abuse digital media to attack victims (such as attacks through websites, social networking services, blogging, e-mail, instant messaging, chat rooms, and cell phones). Cyberbullying and face-to-face bullying share many similarities. For example, bullies achieve power over a victim in both cyberbullying and face-to-face bullying. On the other hand, cyberbullying has differences from face-to-face bullying that arise from characteristics of digital media such as anonymity and rapid spreading of attacks. This chapter highlights key concerns of cyberbullying stemming from the use of digital media and discusses existing models of face-to-face bullying which may aid in model cyberbullying. This chapter then introduces state-of-the-art research in automated tools to detect cyberbullying. Finally, this chapter concludes with future perspective of research in automated tools to detect cyberbullying.


2018 ◽  
Vol 7 (4.36) ◽  
pp. 817
Author(s):  
S. Saravanan ◽  
S. Govindarajan

Internet, e-mail and other social networks like Myspace, Facebook, twitter, LinkedIn are the indispensable components in today's world. These social networking makes the human to addict into the digital world. Digital world has become the integral part of our society. Addiction to the digital world slowly develops the negative symptoms in the area of physical, physiological, emotional and psychological.  The most affected of all is the change in Emotional behaviour of the Humans.  Emotions plays an important role in our day today life.  The existing research work, based on subjective self-reports shows prolonged use of Digital Media induce negative emotions for Humans.  There are several techniques are used to extract the human emotions from brain such as Electroencephalography (EEG), functional Magnetic Resonance Imaging (fMRI), or Positron Emission Tomography (PET).  Many of the researchers are extensively used to extract the brain waves using EEG.  The negative emotions are controlled by human through meditation.  In this paper, the Mind Wave device has been used to extract the EEG signal using different range of age people during they use the Digital Medias and after they perform mediation. The proposed method identify the stress level of the human while they are using social media with meditation and without meditation.  It evidently proved that the meditation reduces the stress level of human.  


Author(s):  
David Casacuberta

The main aim of this chapter is to analyse the contradictions among several verdicts in Spain about the legality of digital monitoring in the workplace, more specifically, the legal viability of reading workers’ e-mails. These contradictions arise mostly because of the use of two incompatible metaphors: e-mail as a company instrument and e-mail as a system to deliver letters. Nevertheless, the existence of these two metaphors is not mostly due to the judges’ lack of knowledge about digital media, but to political interests towards completely informating the workplace. If my analysis is correct, Spanish legal background does not allow the company instrument reading of the situation. E-mail as a letter is the only interpretation that should prevail.


2018 ◽  
Vol 57 (6) ◽  
pp. 1351-1375 ◽  
Author(s):  
Dongwan Ryu ◽  
Jiwon Jeong

With the help of digital media and networking technologies, today's learners are increasingly participating in the consuming, producing, and disseminating of new meanings in various modes such as text, image, sound, video, or all together—particularly in online communities—forming new identities as knowledge producers. By using online ethnography coupled with qualitative data collection instruments including participant observation and e-mail interview, the study explored (a) how game players participated in learning how to make mods a fan-programmed game feature and (b) why they created and shared mods with others. Findings revealed that game players participated in learning through collaboration, appreciation and validation, and mentoring. Moreover, affiliation, offline interests, and increased enjoyment motivated them to participate in making and sharing mods with their peers. The findings also unveiled that gaming culture has been overlooked or neglected as a form of possible applications for informal online learning, which can provide many rewarding benefits—especially to teachers, researchers, and school reformers—with a new understanding toward today's learners' multiple identity formation.


2005 ◽  
Vol 2 (1) ◽  
Author(s):  
Anja Göritz

Five experiments examined how participation in WWW-studies was influenced by framing the reception of an incentive as contingent on the completeness of the submitted questionnaire. Four experiments were carried out in a university-based online panel and one in a market research online panel. Four times the incentive was a prize draw and once it was a personal gift. In each experiment, two conditions were contrasted: one group received an e-mail invitation mentioning that all participants are eligible for the incentive (= unconditional incentive), whereas the other group was told that only those participants who answer every question in the questionnaire would receive the incentive (= contingent incentive). Dependent measures were response rate, retention rate, number of omitted closed-ended items, length of answers to open-ended questions, and stereotypical answering of grid-like question batteries. There were no significant effects. The results of the individual experiments were then meta-analytically aggregated. It was revealed that contingent relative to unconditional incentives decrease response to a study, while at the same time the sparser data are not compensated for by a superior data quality or retention.


Author(s):  
Nestor J. Zaluzec

The Information SuperHighway, Email, The Internet, FTP, BBS, Modems, : all buzz words which are becoming more and more routine in our daily life. Confusing terminology? Hopefully it won't be in a few minutes, all you need is to have a handle on a few basic concepts and terms and you will be on-line with the rest of the "telecommunication experts". These terms all refer to some type or aspect of tools associated with a range of computer-based communication software and hardware. They are in fact far less complex than the instruments we use on a day to day basis as microscopist's and microanalyst's. The key is for each of us to know what each is and how to make use of the wealth of information which they can make available to us for the asking. Basically all of these items relate to mechanisms and protocols by which we as scientists can easily exchange information rapidly and efficiently to colleagues in the office down the hall, or half-way around the world using computers and various communications media. The purpose of this tutorial/paper is to outline and demonstrate the basic ideas of some of the major information systems available to all of us today. For the sake of simplicity we will break this presentation down into two distinct (but as we shall see later connected) areas: telecommunications over conventional phone lines, and telecommunications by computer networks. Live tutorial/demonstrations of both procedures will be presented in the Computer Workshop/Software Exchange during the course of the meeting.


2005 ◽  
Vol 36 (1) ◽  
pp. 34
Author(s):  
SHARON WORCESTER
Keyword(s):  

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