Rethinking Expertise in the Web 2.0 Era

Author(s):  
Ilias Karasavvidis

Social software facilitates the linking of people in unprecedented ways and leads to new knowledge creation and application practices. Even though expertise remains an important constituent of these practices, there is a knowledge gap in the literature regarding its role. This chapter was written with the aim of filling this gap by using Project Durian as a case study. Project Durian presented a unique opportunity to study expertise as mediated by social software because it involved both social software and various layers, forms, and configurations of expertise. In this chapter, data from Project Durian are used to examine the outsourcing of tasks and the role that social software played in that outsourcing. Data analysis indicated that, in the hybrid practice that was established, expertise was spatio-temporally distributed, involved individuals with a broad range of skills, facilitated the crossing of disciplinary boundaries, and was renegotiated. The implications of these findings for expertise in the Web 2.0 era are discussed.

2015 ◽  
pp. 1988-2011
Author(s):  
Ilias Karasavvidis

Social software facilitates the linking of people in unprecedented ways and leads to new knowledge creation and application practices. Even though expertise remains an important constituent of these practices, there is a knowledge gap in the literature regarding its role. This chapter was written with the aim of filling this gap by using Project Durian as a case study. Project Durian presented a unique opportunity to study expertise as mediated by social software because it involved both social software and various layers, forms, and configurations of expertise. In this chapter, data from Project Durian are used to examine the outsourcing of tasks and the role that social software played in that outsourcing. Data analysis indicated that, in the hybrid practice that was established, expertise was spatio-temporally distributed, involved individuals with a broad range of skills, facilitated the crossing of disciplinary boundaries, and was renegotiated. The implications of these findings for expertise in the Web 2.0 era are discussed.


2009 ◽  
Vol 38 (4) ◽  
pp. 274-279 ◽  
Author(s):  
Jianwei Zhang

This article commenting on Greenhow, Robelia, and Hughes (2009) examines the potential strengths and weaknesses of Web 2.0 in supporting student collaborative creativity in light of sociocultural conditions of knowledge creation. Weaknesses and challenges are identified related to the embedded and dispersed representation of community knowledge, weak commitment and support to sustained progress, judging of contributions on the basis of popularity instead of advancement, and the conflict between the chaotic emergent Web and rigidly organized schooling. Discussion is extended to the use of the Web for supporting teacher learning and innovation. Research questions are identified calling for design-based research to advance both pedagogy and technology design.


1970 ◽  
pp. 3 ◽  
Author(s):  
Dagny Stuedahl

The article focuses on a study of knowledge creation and organizing in a local history wiki. The background for this study was to understand how web 2.0 and social media might open new possibilities for museums to collaborate with communities and lay professionals in cultural heritage knowledge creation. Digital technologies provide tools that in many ways overcome challenges of physical collaboration between museums and amateurs. But technologies also bring in new aspects of ordering, categorizing and systematizing knowledge that illuminates the different institutional as well as professional frameworks that writing local historical knowledge into digital forms in fact represents. 


Author(s):  
Yfantis Vasileios ◽  
Abel Usoro ◽  
Tseles Dimitrios

This chapter explores the potential of Web 2.0 utilization in developing countries through the concept of e-government. Successful implementation of the Web 2.0 concept has to combine both technological and human factors. Thus, this chapter proposes a conceptual model that will measure e-government 2.0 readiness. The conceptual model is based on a combination of the Technology Acceptance Model, Theory of Planned Behavior, and indexes from the United Nation’s database. South Sudan is used at the end as a brief case study of the potential of e-Government 2.0. Future research should validate the empirical model. Meanwhile, the implications of the model are presented.


Author(s):  
Rodrigo Dos Santos Costa

In spite of a contemporary discussion about the management of knowledge and the deep use of technologies focused on architecture, organization and knowledge detection based on organization inner data analysis, as well as public data available on the internet, it is necessary a critic look above the organization knowledge creation processes even as the load of tacit knowledge there is in an organization. It is observed that the evolution of technologies, such as mobile computing, the web, besides the architecture of the computers and their ability of handling and storage data, has brought to the information economy or the age of knowledge, diverting focus on people, the central axis of organizational knowledge, and their ability to reason, infer, make decisions, and above them all the processes of knowledge creation focused on the collaborative solution of problems and generation of innovation based on the socialization of knowledge.


2012 ◽  
pp. 408-429
Author(s):  
Teresa Torres-Coronas ◽  
María Arántzazu Vidal-Blasco

In the present landscape of technological change there is increasing awareness of the need to support the acquisition of digital competences. In this chapter, we address how digital competences can be developed through formal learning. We show how to design a web 2.0 learning experience that was undertaken at Universitat Rovira i Virgili1 and which developed both digital competences and management knowledge. In particular, the case presented focuses on the field of gender equality within the framework of labor relations in a non-real company created for this purpose, “Quadratonics SA”. Through Quadratonics’, web 2.0 tools and social software students improve their digital competences and, at the same time, are exposed to the most up-to-date innovations in ICT. Our final reflection is that higher education academics should continue to expand their awareness of web 2.0 applications and the role they can play in optimizing learning and knowledge creation among students, who will be the digital workers of the future.


2010 ◽  
Vol 09 (02) ◽  
pp. 119-125 ◽  
Author(s):  
Tomoyoshi Yamazaki ◽  
Katsuhiro Umemoto

Healthcare is a knowledge-intensive service provided by professionals, such as medical doctors, nurses, and pharmacists. Clinical-pathways are used by many healthcare organisations (HCOs) as a tool for performing the healthcare process, sharing and utilising knowledge from different professionals. In this paper, case studies were performed at two HCOs that use clinical-pathways actively in the healthcare process. Theoretical model construction, sharing, utilisation, and creation of the knowledge by different professionals, were tested by the case study of two HCOs which use clinical pathways actively. The theoretical model was a knowledge creation model which creates new knowledge continuously. In this theoretical model, clinical-pathways are suggested to be an effective tool for knowledge management in healthcare.


2021 ◽  
Author(s):  
◽  
Bo Wang

<p>This thesis is centred on participatory fan culture in Chinese social media. It investigates how fans gather through social networks, how they produce creative work, and how they use different platforms to circulate their favourite media and fannish texts. By constructing, reshaping and spreading meanings through participatory practices, fans create their own cultures and gradually develop their own discourses. My theoretical approach can be classified as cultural discourse analysis (Carbaugh,2007; Scollo,2011), and I adopted the snowball sampling method to find interviewees and fan communities in which I have conducted observation to collect data for my analysis. On the basis of John Fiske’s concept of “textual productivity” (1992) and Henry Jenkins’s notions of “media convergence” (2006a) and “spreadability” (2013), the thesis is based on a platform analysis as well as two case studies about the Chinese reality TV show Where Are We Going, Dad?and BBC’s crime drama Sherlock.  The platform analysis examines four platforms that Chinese social media fans use most frequently: Weibo, WeChat, Tieba and Bilibili. Through the analysis of the sociocultural contexts, user interfaces and primary features of these four platforms, it became clear that the platforms emphasise differentiated content (e.g. microblogging-style posts, instant text/voice messages, continuous updating posts, video clips and flying comments), and that each platform has its own search and recommendation services to guide users to their target content. By comparing five elements of social media including public posts, direct messaging, group chatting, search tools and information recommendation (Yoder and Stutzman, 2011), the analysis offers insight into the different affordances provided by these four platforms and how Chinese fans employ the platforms to develop fan culture.  The two case studies investigate the formation, manifestation and influence of fan cultures on three levels: fan-platform interaction, fannish texts and fan identity. Analysing data collected from interviews and online observation in the Weibo-based fan chat group 刘诺一全球后援会1群(Liu Nuoyi Quanqiu Houyuanhui 1 Qun; “Liu Nuoyi’s Global Fan Community, Group 1”) and the Tieba-based forum爸爸去哪儿康诺吧(Babaqunaer Kang Nuo Ba; “Kangkang and Nuoyi of Where Are We Going, Dad?Forum”), the case study of Where Are We Going, Dad?demonstrates that the Web 2.0 services that fans use maintain an open structure, which attracts fans to contribute new layers of meaning and value. Discussing the fan-platform interaction, fannish texts and fan identities, the case study of Chinese Sherlockfandom demonstrates that Chinese online fans rely on textual productivity to establish their fan identities, and Chinese social media to facilitate the production and spread of fan translation, which not only bridges the language and cultural gap between the Sherlocktexts (the BBC episodes and the original novel) and Chinese fandom, but also connects different types of Sherlockfans online. I also compare the two cases from the perspective of narrative structure by drawing upon Jason Mittell’s “centrifugal and centripetal complex” model (2015) and argue that the different narrative structures lead a different sense of self-recognition for fans, gender dynamics, power differences in fan communities, and that they shape fans’ cultural citizenship.</p>


Author(s):  
Te Fu Chen

This chapter, therefore, develops in scientific literature, the concept of e-Business 2.0 where e-Business companies are actively using Web 2.0 to create and appropriate value from, for, and with stakeholders. This research also makes a distinction between an internal and external focus. This research looks at e-Business 2.0 and has an external focus. E-Business 2.0 pure players depend on Web 2.0 to create and appropriate value with a focus to external customers, instead of internal organisations. There is a new wave of business communication tools including blogs, wikis and group messaging. There are new digital platforms for generating, sharing and refining information that are already popular on the Internet. These platforms are collectively labeled Web 2.0 technologies. The term ‘Enterprise 2.0’ focuses only on those platforms in which companies can buy or build in order to make the practices and outputs of their knowledgeable workers visible. Enterprise 2.0 looks at Web 2.0 technologies and practices within organisations and businesses and is therefore, referred to as internal focus. Enterprise 2.0 is the term used to describe how a Web 2.0 approach can be used to work more collaboratively together in business. Enterprise 2.0 is the use of emergent social software platforms within companies or between companies and their partner or customers. However Enterprise 2.0 is much more than just ’Web 2.0 for business’. Moreover, the study proposed a case study of Enterprise 2.0 to demonstrate by a detailed KPI analysis, how collaboration platforms (and related HR management) can drastically improve the global performance of an international group. Furthermore, the study was to further propose another case study of e-gov 2.0. Enterprise 2.0 is an evolutionary step forward releasing employees from the constraints and limitations of the legacy communication and productivity tools. The study concludes the challenges of the Enterprise 2.0: ten facts and Six Enterprise 2.0 - Myths. Enterprise 2.0, being more a philosophy than a technology, can truly create huge added value for organizations in any sector and it is often remarkable to see in what way the Enterprise 2.0 methods are used to solve specific problems.


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