When Is a Duck Not a Duck? When It Is a Euro! Trust-Based Marketing Communications in Virtual Communities

Author(s):  
Gianluigi Guido

This chapter tries to evaluate the effects of the propagation of a trust-based marketing message through selected below-the-web technologies, which are those particular types of information technologies different from websites – such as e-mails, discussion lists, BBSs, Newsgroups, Forums, Peer-to-Peer, IRCs, MUDs and MOOs – that allow for the creation of virtual communities. A preliminary experiment on informal marketing communications, carried out over 12,000 accesses to below-the-web communities and regarding the proposal to use the term “Ducks” for “Euros”, in view of its similarity with the term “Bucks” for Dollars, showed that below-the-web technologies can be an appropriate tool for building trust amongst participants when four conditions for the existence of virtual communities are met: 1) a minimum level of interactivity; 2) a variety of communicators; 3) a virtual-common-public space; and 4) a minimum level of sustained membership.

2008 ◽  
pp. 680-702
Author(s):  
Gianluigi Guido ◽  
M. Irene Prete ◽  
Rosa D’Ettorre

This chapter tries to evaluate the effects of the propagation of a trust-based marketing message through selected below-the-web technologies, which are those particular types of information technologies different from websites – such as e-mails, discussion lists, BBSs, Newsgroups, Forums, Peer-to-Peer, IRCs, MUDs and MOOs – that allow for the creation of virtual communities. A preliminary experiment on informal marketing communications, carried out over 12,000 accesses to below-the-web communities and regarding the proposal to use the term “Ducks” for “Euros”, in view of its similarity with the term “Bucks” for Dollars, showed that below-the-web technologies can be an appropriate tool for building trust amongst participants when four conditions for the existence of virtual communities are met: 1) a minimum level of interactivity; 2) a variety of communicators; 3) a virtual-common-public space; and 4) a minimum level of sustained membership.


Author(s):  
Ben Kei Daniel

The World Wide Web is one of the most profound technological inventions of our time and is the core to the development of social computing. The initial purpose of the Web was to use networked hypertext system to facilitate communication among its scientists and researchers, who were located in several countries. With the invention of the Web came three important goals. The first was aimed at ensuring the availability of different technologies to improve communication and engagement. The second goal was to make the Web an interactive medium that can engage individuals as well as enrich communities’ activities. The third goal was for the Web to create a more intelligent Web, in addition to being a space browseable by humans. The Web was developed to be rich in data, promoting community engagement, and encouraging mass participation and information sharing. This Chapter describes general trends linked to the development of the World Wide Web and discusses its related technologies within the milieu of virtual communities. The goal is to provide the reader with a quick, concise and easy way to understand the development of the Web and its related terminologies. The Chapter does not account for a more comprehensive analysis of historical trends associated with the development of the Web; neither does it go into a more detailed technical discussion of Web technologies. Nonetheless, it is anticipated that the materials presented in the Chapter are sufficient to provide the reader with a better understanding of the past, present and future accounts of the Web and its core related technologies.


10.1068/a3562 ◽  
2002 ◽  
Vol 34 (8) ◽  
pp. 1411-1441 ◽  
Author(s):  
Andrew Currah

In this paper I address two issues of general relevance to contemporary debates in economic geography: first, the organisational and spatial implications of new information technologies for the economic landscape; and, second, the enduring role of place to digital capitalism. Specifically, I examine the organisational evolution of multichannel retailing in Toronto from a geographical perspective. Bricks-and-mortar retailers are increasingly pursuing a multichannel strategy by operating an Internet-based web store alongside the existing network of physical retail outlets. I therefore evaluate the organisational implications of the adoption of business-to-consumer e-commerce (e-tailing) technology for six Canadian bricks-and-mortar retailers based in Toronto and assess how the associated changes in business structure have been inscribed upon the urban landscape. The argument is developed in three sections. First, I discuss how the formula for competitive advantage in the new (r)etail markets of the developed world has shifted from a pure play to a multichannel organisational paradigm. Second, I provide a background to the development of Canadian e-commerce and an overview of the empirical methodologies employed during the research. Third, the focus of the paper moves ‘behind the web store’ to spatialise the physical places that constitute the fulfilment infrastructure of e-tailing as sequentially linked stages in Internet commodity chains. I evaluate the impact of the Internet commodity chain upon the geographical organisation of each retailer, and, in particular, consider whether the unique logistical requirements of e-tailing have stimulated spatial processes of disintermediation and reintermediation. It is argued that, when read through the lens of Toronto, e-tailing has incurred limited organisational disruption and is characterised by a distinctive geography of integration between online and offline retailing services within the urban space of the city. I conclude the paper by contextualising the findings within themes for conceptual debate in economic geography.


2021 ◽  
Vol 26 (3) ◽  
pp. 333-339
Author(s):  
Frederic Bevilacqua ◽  
Benjamin Matuszewski ◽  
Garth Paine ◽  
Norbert Schnell

In this article, we discuss some of our research with Local Area Networks (LAN) in the context of sound installations or musical performances. Our systems, built on top of Web technologies, enable novel possibilities of collective and collaborative interaction, in particular by simplifying public access to the artwork by presenting the work through the web browser of their smartphone/tablet. Additionally, such a technical framework can be extended with so-called nano-computers, microprocessors and sensors. The infrastructure is completely agnostic as to how many clients are attached, or how they connect, which means that if the work is available in a public space, groups of friends, or even informally organised flash mobs, may engage with the work and perform the contents of the work at any time, and if available over the Internet, at any place. More than the technical details, the specific artistic directions or the supposed autonomy of the agents of our systems, this article focuses on how such ‘networks of devices’ interleave with the ‘network of humans’ composed of the people visiting the installation or participating in the concert. Indeed, we postulate that an important point in understanding and describing such proposals is to consider the relation between these two networks, the way they co-exist and entangle themselves through perception and action. To exemplify these ideas, we present a number of case studies, sound installations and concert works, very different in scope and artistic goal, and examine how this interaction is materialised from several standpoints.


Author(s):  
Huiping Guo ◽  
Lin Zhu ◽  
Fengxin Yan

The web teaching platform based on virtual reality technique is a challenge to the traditional teaching mode and a necessity with the development and maturity of information technologies. Based on the easily made and operated VR techniques with its immersion and interactivity, this paper combined resources about the enginery knowledge and information to build the overall platform. It significantly improves users’ feeling about and understanding of the part models. It can be visually perceived and is flexible and convenient, providing users with operating experience which makes virtual reality and the real world consistent with each other. Eventually, both people and models can dynamically interact and perceptively communicate with each other.


2015 ◽  
Vol 46 (4) ◽  
pp. 345-364 ◽  
Author(s):  
Nicole Sunday Grove

In December 2010, HarassMap was launched as a Cairo-based interactive online mapping interface for reporting and mapping incidents of sexual harassment anonymously and in real time, in Egypt. The project’s use of spatial information technologies for crowdmapping sexual harassment raises important questions about the use of crowdsourced mapping as a technique of global human security governance, as well as the techno-politics of interpreting and representing spaces of gendered security and insecurity in Egypt’s urban streetscape. By recoding Egypt’s urban landscape into spaces subordinated to the visual cartography of the project’s crowdsourced data, HarassMap obscures the complex assemblage that it draws together as the differentially open space of the Egyptian street – spaces that are territorialized and deterritorialized for authoritarian control, state violence, revolt, rape, new solidarities, gender reversals, sectarian tensions, and class-based mobilization. What is at stake in my analysis is the plasticity of victimage: to what extent can attempts to ‘empower’ women be pursued at the microlevel without amplifying the similarly imperial techniques of objectifying them as resources used to justify other forms of state violence? The question requires taking seriously the practices of mapping and targeting as an interface for securing public space.


2020 ◽  
Vol 88 ◽  
pp. 66-82
Author(s):  
Regina Varnienė-Janssen ◽  
Albertas Šermokas

 Web technologies are the key for the implementing and ensuring the full range of user needs in the digital age. On the other hand, the issue of unified representation of digital content from diverse memory institutions in order to ensure semantic integrity still remains a matter of urgency. Semantic interoperability of information and data is essential in an integrated system. In this paper, we analyze and describe an ontology-based metadata interoperability approach and how this approach could be applied for memory institution data from diverse sources which do not support ontologies. In particular, we describe the use of the CIDOC CRM ontology as a mediating schema within Lithuania’s Information System of the Virtual Electronic Heritage (hereinafter ”VEPIS”) The paper introduces the role of the CIDOC CRM based Thesaurus of Personal Names, Geographical Names and Historical Chronology (hereinafter “BAVIC”), which operates as a core ontology within VEPIS by allowing to understand things and relationships between things as well as identify the time and space of things. The paper also focuses on trust of the cultural information on the Web. Users make trust judgments based on provenance that may or may not be explicitly offered to them. In particular, we describe how provenance is managed within digital preservation and access processes within VEPIS and define whether this management meets the W3C Provenance Incubator Group’s Requirements for Provenance on the Web. The paper is based on the results of the research initiated in 2018–2019 at the Faculty of Communication and the Faculty of Mathematics and Informatics of Vilnius University by authors of this paper.


Author(s):  
Ewa Janczukowicz ◽  
Ahmed Bouabdallah ◽  
Arnaud Braud ◽  
Stéphane Tuffin ◽  
Jean-Marie Bonnin

Firefox OS is an operating system for mobile devices. It is developed by Mozilla and is based on web technologies. Developed applications are therefore not tied to a given type of hardware. Mozilla works on standardisation of Web APIs, so that the device hardware could be accessed more easily. It also introduced its sign-in system for the Web and furthermore, it wants to redefine the way payments work for mobile applications. Firefox OS is not directly competing with Android and iOS, although it has some common target markets with Android. It could be an opportunity to weaken the iOS and Android duopoly. For now it targets users that don't have smartphones yet and is mostly used on low-end devices. The biggest challenge of Firefox OS is to assure a stable position in the mobile OS ecosystem and to get a large volume of users. Mozilla has an ambition to improve the web and make the web the platform. However developing the Firefox OS and ensuring its important place on the market is difficult because of technological and business limits that will be discussed in this chapter.


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