Public Opinion Analysis of the Transportation Policy Using Social Media Data: A Case Study on the Delhi Odd–Even Policy

Author(s):  
Pranamesh Chakraborty ◽  
Anuj Sharma
Author(s):  
Maisarah Abdul Halim ◽  
Noraain Mohamed Saraf ◽  
Nur Idzhainee Hashim ◽  
Abdul Rauf Abdul Rasam ◽  
Ahmad Norhisyam Idris ◽  
...  

2021 ◽  
Author(s):  
Elizabeth Dubois ◽  
Anatoliy Gruzd ◽  
Jenna Jacobson

Journalists increasingly use social media data to infer and report public opinion by quoting social media posts, identifying trending topics, and reporting general sentiment. In contrast to traditional approaches of inferring public opinion, citizens are often unaware of how their publicly available social media data is being used and how public opinion is constructed using social media analytics. In this exploratory study based on a census-weighted online survey of Canadian adults (N=1,500), we examine citizens’ perceptions of journalistic use of social media data. We demonstrate that: (1) people find it more appropriate for journalists to use aggregate social media data rather than personally identifiable data; (2) people who use more social media are more likely to positively perceive journalistic use of social media data to infer public opinion; and (3) the frequency of political posting is positively related to acceptance of this emerging journalistic practice, which suggests some citizens want to be heard publicly on social media while others do not. We provide recommendations for journalists on the ethical use of social media data and social media platforms on opt-in functionality.


Koneksi ◽  
2020 ◽  
Vol 4 (2) ◽  
pp. 372
Author(s):  
Dian Novita Sari Chandra Kusuma ◽  
Roswita Oktavianti

TikTok social media is popular with various groups and age groups. TikTok is an audio visual based social media application that contains short videos that are homemade or made by other people who entertain with interesting features such as the latest music, unique face filters and others. This study uses the Theory of Uses and Gratifications to determine individual satisfaction in using TikTok social media. Social media can shape the self-concept of its users based on internal factors (physical and psychological) and external factors (other people and reference groups). This study aims to find out how the use of audio visual-based social media in shaping the self-concept of users with different age levels. This study uses a qualitative approach with a case study method for users of TikTok social media. Data collection was carried out using observations and interviews with 4 sources of users of TikTok applications who have different age levels. The results of this study indicate differences in the age level of TikTok users affect the duration of using the application also affect the formation of self-concept formed by the speakers. The use of the TikTok application forms the self-concept of the resource person in a positive direction such as increasing the confidence of the resource person to show his identity and negative self-concepts such as lack of time management.Media sosial TikTok digemari oleh berbagai kalangan dan jenjang umur. TikTok adalah aplikasi media sosial berbasis audio visual yang berisikan video-video pendek buatan sendiri maupun buatan orang lain yang menghibur dengan fitur-fitur menarik seperti musik terbaru, filter wajah yang unik dan lain-lain. Penelitian ini menggunakan Teori Uses and Gratifications untuk mengetahui kepuasan individu dalam menggunakan media sosial TikTok. Media sosial dapat membentuk konsep diri dari penggunanya berdasarkan faktor internal (fisik dan psikis) dan faktor eksternal (orang lain dan kelompok rujukan). Penelitian ini bertujuan untuk mengetahui bagaimana penggunaan media sosial berbasis audio visual dalam membentuk konsep diri penggunanya dengan jenjang umur yang berbeda. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi kasus terhadap pengguna media sosial TikTok. Pengumpulan data dilakukan menggunakan observasi dan wawancara kepada 4 narasumber pengguna aplikasi TikTok yang memiliki jenjang umur yang berbeda. Hasil dari penelitian ini menunjukkan perbedaan jenjang umur pengguna TikTok mempengaruhi durasi dalam menggunakan aplikasi juga mempengaruhi pembentukan konsep diri yang dibentuk oleh narasumber. Penggunaan aplikasi TikTok membentuk konsep diri narasumber ke arah positif seperti meningkatkan kepercayaan diri narasumber untuk menunjukkan jati dirinya dan konsep diri negatif seperti kurangnya dalam mengatur waktu.


Author(s):  
Amrita Mishra ◽  

Sentiment Analysis has paved routes for opinion analysis of masses over unrestricted territorial limits. With the advent and growth of social media like Twitter, Facebook, WhatsApp, Snapchat in today’s world, stakeholders and the public often takes to expressing their opinion on them and drawing conclusions. While these social media data are extremely informative and well connected, the major challenge lies in incorporating efficient Text Classification strategies which not only overcomes the unstructured and humongous nature of data but also generates correct polarity of opinions (i.e. positive, negative, and neutral). This paper is a thorough effort to provide a brief study about various approaches to SA including Machine Learning, Lexicon Based, and Automatic Approaches. The paper also highlights the comparison of positive, negative, and neutral tweets of the Sputnik V, Moderna, and Covaxin vaccines used for preventive and emergency use of COVID-19 disease.


Author(s):  
Alison Gazzard ◽  
Mark Lochrie ◽  
Adrian Gradinar ◽  
Paul Coulton ◽  
Daniel Burnett ◽  
...  

The boardgame of Monopoly has undergone various iterations since it was first published in 1934. Versions have included location-based varieties of the game, involving mobile media devices that have taken the boardgame to the city streets as a way of engaging players with location in new ways. This article examines a new version of Monopoly, titled Local Property Trader that works with NFC/QR code technologies in order to encourage players to move around the city and interact with local businesses. In doing so, the project hopes to highlight how location-based games can use social media data to update a traditional game into more contemporary contexts. Correspondingly, the differences and similarities of taking a boardgame and reworking it for the city streets are explored through ideas surrounding location, player and map as key points of intersection between the two media forms.


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