Online Human Activity Networks (OnHANs)

Author(s):  
Dan J. Kim ◽  
T. Andrew Yang ◽  
Ninad Naik

Recently, Web 2.0 applications such as blogs, wikis (e.g., Wikipedia), social networks (e.g., MySpace), 3-D virtual worlds (e.g., Second Life), and so forth, have created fresh interest in the Internet as a new medium of social interactions and human collaborative activities. Since the emergence of Web 2.0 applications, Web services that support online human activities have gained an unprecedented boost. There have been conceptual studies on and overviews of individual Web 2.0 applications like blogs, online social networks, and so forth, but there has not been a study to date which provides a theoretical perspective on the online human activity networks (OnHANs) formed by these Web 2.0 applications. In this chapter, we classify various forms of OnHANs focusing on their social and business purposes, analyzing the core components of representative OnHANs from the angle of the activity theory, and finally providing a theoretical discussion concerning how OnHANs provide values to the individuals and the organizations involved in those activities.

Author(s):  
Mª del Rosario Rodríguez Díaz ◽  
Mª José González Río ◽  
Mª Ángeles Rebollo Catalán

ABSTRACTThis paper presents the main results of an investigation whose purpose is to investigate the adoption of on-line social networks in SMEs run by women. The base assumption is that the use of networks as a strategic communication element is still at an early stage of development, far from being an established practice. Our interest in this study is to determine the willingness and motivations of entrepreneurs in using these networks, as well as utilities and difficulties they have faced. Our goal is to visualize the change of attitude and competences that entrepreneurs are imprinting on their businesses within the competitive environment they operate in. Ultimately, we are interested in studying the perception of women-entrepreneurs regarding the adoption of online social networks to the extent where they are, as an additional management tool. We find ourselves facing a new field of knowledge on which there are very few references and very little research has been carried. Hence, this study has a primarily qualitative and exploratory purpose. To obtain the needed information we held semi-structured interviews to fourteen Andalusian entrepreneurs, coming from different business fields. The main findings were that just less than a half of them used them, or implemented them in their companies, as communication tools. The others, depending on to the size of their business, adopted them as an extension of the personal use in which they had been started.RESUMENEste trabajo presenta los principales resultados de una investigación cuya finalidad es conocer la adopción de las redes sociales on-line en las pymes dirigidas por mujeres. Se parte de la base de que el uso de redes, como elemento estratégico de comunicación, se encuentra todavía en una fase incipiente de desarrollo, lejos aún de ser una práctica consolidada. Nuestro interés en este trabajo es conocer la predisposición y motivaciones de las empresarias hacia el uso estas redes, así como las utilidades y dificultades a las que han de enfrentarse. Nos interesa visibilizar el cambio actitudinal y competencial que las empresarias están imprimiendo en sus empresas dentro del marco competitivo en el que se encuentran. En definitiva, nos interesa estudiar la percepción que tienen las empresarias sobre el uso de las redes sociales online en la medida en que están insertas, como una herramienta más de gestión empresarial. Nos situamos ante un nuevo ámbito de conocimiento sobre el que apenas existen referencias bibliográficas ni se ha realizado apenas investigación; de ahí que la investigación tenga una finalidad fundamentalmente exploratoria y de carácter cualitativo. Para la obtención de la información se realizaron catorce entrevistas semi-estructuradas entre empresarias andaluzas de distintos sectores de actividad. Entre los principales resultados encontramos que algo menos de la mitad de ellas las utilizan, o están implantadas en sus empresas, como herramientas de comunicación. El resto, y relacionado con el tamaño de sus negocios, las utilizan como una prolongación del uso personal en el que se iniciaron.


Author(s):  
Helen Farley

Given the relatively high costs associated with designing and implementing learning designs in virtual worlds, a strategy for the re-use of designs becomes imperative. IMS LD has emerged as the standard for the description and expression of learning designs. This chapter explores some of the issues associated with using the IMS LD specification for learning designs in virtual worlds such as Second Life and multi-player online role playing games such as World of Warcraft. The main issues relate to the inadequate description of collaborative activities and the inability to alter the design ‘on-the-fly’ in response to learner inputs. Some possible solutions to these problems are considered.


Author(s):  
Janine Hacker ◽  
Nilmini Wickramasinghe ◽  
Carolin Durst

One of the serious concerns in healthcare in this 21st century is obesity. While the causes of obesity are multifaceted, social networks have been identified as one of the most important dimensions of people's social environment that may influence the adoption of many behaviours, including health-promoting behaviours. In this article, we examine the possibility of harnessing the appeal of online social networks to address the obesity epidemic currently plaguing society. Specifically, a design science research methodology is adopted to design, implement and test the Health 2.0 application called “Calorie Cruncher”. The application is designed specifically to explore the influence of online social networks on individual’s health-related behaviour. In this regard, pilot data collected based on qualitative interviews indicate that online social networks may influence health-related behaviours in several ways. Firstly, they can influence people’s norms and value system that have an impact on their health-related behaviours. Secondly, social control and pressure of social connections may also shape health-related behaviours, and operate implicitly when people make food selection decisions. Thirdly, social relationships may provide emotional support. Our study has implications for research and practice. From a theoretical perspective, the article inductively identifies three factors that influence specific types of health outcomes in the context of obesity. From a practical perspective, the study underscores the benefits of adopting a design science methodology to design and implement a technology solution for a healthcare issue as well as the key role for online social media to assist with health and wellness management and maintenance.


Author(s):  
Andres Guadamuz ◽  
Chris Marsden

This paper examines Bitcoin from a legal and regulatory perspective, answering several important questions.We begin by explaining what Bitcoin is, and why it matters. We describe problems with Bitcoin as a method of implementing a cryptocurrency. This introduction to cryptocurrencies allows us eventually to ask the inevitable question: is it legal? What are the regulatory responses to the currency? Can it be regulated?We make clear why virtual currencies are of interest, how self-regulation has failed, and what useful lessons can be learned. Finally, we produce useful and semi-permanent findings into the usefulness of virtual currencies in general, blockchains as a means of mining currency, and the profundity of Bitcoin as compared with the development of block chain technologies. We conclude that though Bitcoin may be the equivalent of Second Life a decade later, so blockchains may be the equivalent of Web 2.0 social networks, a truly transformative social technology.


Author(s):  
Steven Warburton ◽  
Margarita Pérez García

This chapter describes an exploratory study in the use of the virtual world Second Life as an innovative space for situating collaborative activity in the field of art and design. The authors identify eight key affordances of Second Life for learning and teaching and elaborate the educational approach based on group orientated design briefs, carried out over a three-week period by the students. The results of the study reveal both the negative and positive aspects of using Second Life as an educational space. These range from access difficulties and the steep learning curve in becoming familiar with the technology, to the expansive social and creative freedoms that the world allows. The conclusions draw together an analysis of the emerging themes and present a set of ten good practices for developing and running successful collaborative activities inside virtual worlds.


2017 ◽  
pp. 644-666
Author(s):  
Vera Silva Carlos ◽  
Ricardo Gouveia Rodrigues

According to the literature, social relationships have a positive influence on work-related attitudes and behaviours. Taking into account that Online Social Networks (OSNs), brought about by Web 2.0, have become an international phenomena and have a considerable impact on the way people communicate and interact with each other, the chapter's purpose is to evaluate the effect that the use of OSNs has on the worker's attitudes and behaviours. In this way, the authors use a questionnaire to evaluate the attitudes of 157 faculty members in Higher Education Institutions (HEI). To assess the use of OSNs by faculty members, they use a binary variable. After analysing and discussing the results, the authors conclude that the use of OSNs influences the workers' performance traits. The relations they propose in what concerns the workers' attitudes are all empirically proven. At last, the authors describe the study limitations and suggest some perspectives for future research.


2014 ◽  
Vol 13 (2) ◽  
pp. 401 ◽  
Author(s):  
Ali H. Al-Badi ◽  
Wafa S. Al-Qayoudhi

Web 2.0 technologies have become effective tools in recent years, being used by people everywhere for everything. One of the most effective types of Web 2.0 technology is online social networks. Social networks, like Facebook and Twitter, are being used in communication and for building social capital between people. However, they have become important tools in the business world, and business people have realized that social networks are applicable tools in their daily business tasks. There is a belief that social networking and social media are going to transform peoples live styles, change their cultures, revolutionize communication, and reform the existing business models. From this standpoint, this research investigates and attempts to understand the adoption of social networks in business. This research raises three main questions: 1) What is the impact of utilizing social networks in business?, 2) How does business increase opportunities by adopting social networks?, and 3) What are the obstacles that discourage certain organizations from utilizing social networks in their business? The main theoretical objectives of this research are to investigate and explore the opportunities and reasons behind adopting social networks in business, to investigate the impacts of social networks on business and what the consequences are for individual businesses, and to discover the reasons which are preventing certain businesses from adopting social networks. In order to achieve the researchs objectives about 130 questionnaires were distributed to different private organizations in Oman. Some of the initial findings of this exploratory study are that the majority of organizations that participated fall into the services category; 57% of the respondents have face-to-face meetings as well as online/email to communicate with their customers, and 81% of these organizations allow their employees to access/browse the Internet during working hours; 31% of the organizations said that the main gain from utilizing social networking is to encourage and empower employees to discuss ideas, post news, ask questions, and share links; 62% of the organizations agreed that one of the obstacles preventing them from adopting social networking is the lack of quantifiable business benefits. This study is expected to help businesses that are trying to gain competitive advantage by deploying these new technologies and ideas for the enhancement of their operations.


Author(s):  
Torsten Reiners ◽  
Sascha Wriedt ◽  
Alan Rea

The hype of Second Life is over. But the experience of this truly exciting period lives on in many disciplines and research areas, which are developing emerging technologies in virtual, as well as augmented worlds. And as is the rule with new forming developments, the path is not yet determined and weaves through different stages and platforms, calling for additional prototypes to understand the true impact of virtual worlds, Web 3D, or Augmented Reality. Using broad strokes and looking for a common denominator, most people conclude that it is Web 2.0 with all its (social) functionality and 3D objects as the embodiment of virtual existence. Many publications discuss Web 2.0 features and applications, but most do not focus on the 3D objects in the context of virtual worlds and their implications. In this chapter, the authors examine and observe what (virtual) objects are, as well as which properties should be used for inter-world interoperability. The past technological implementations demonstrate that protecting digital media – i.e. music and video – is an endless endeavor and that no security feature is simultaneously unbreakable and usable. This does not need to be the case for 3D virtual objects because we can learn from the past and achieve a new level of protection in a rising media. In this chapter the authors propose such a solution by putting forth a general 3D object understanding that includes a look at virtual worlds such as Second Life with a feasible concept of object security. They suggest that with a new framework objects can be secured and promote additional growth within, and among, virtual worlds. They propose our Global Object Management System (GOMS) architecture as a potential solution to this challenge.


First Monday ◽  
2015 ◽  
Author(s):  
Katie Ellis ◽  
Mike Kent

Earlier this decade, the emerging field of disability media began to focus on the Internet and people with disabilities. Books such as Paul T. Jaeger’s Disability and the Internet in 2012 and Disability and new media by this issue’s editors in 2011 both extended earlier work in this field particularly Goggin and Newell’s 2003 Digital disability.This new focus incorporated changes to the environment with the hype around Web 2.0, the rise of online social networks and the increasing prevalence of smartphone and other mobile devices being used to access the Internet, as well as the evolving legal environment around access to technology for people with disabilities.Our aim in compiling this special issue was to continue the work we began with Disability and new media.


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