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Involvement of youth students into virtual space often leads to replacement of traditional forms of socialization. Young people are increasingly seeking to communicate, play and learn in the Internet space. As a result, new forms of socialization arise, the personality of a new type is being formed. Article represents new classification of the Internet socialization forms of youth.
Mass Media have been acknowledged as a mean to shape the way people view the world. It indeed constructs the individual and social world. The evolution of human thinking is always changing as the development of media technology. Human creates communication technology as a tool to overcome the obstacles in communication. However, these tools are eventually shape human perspective to view the world...
Nowadays, with the massive demand for sports news, automatic generation systems based on the template technology has been deployed, which could generate massive sports news quickly and effectively. However, by using one simple template for one scenario, the pattern of text generated by such system is single. In this paper, we propose an automatic generation method based on knowledge rules to select...
Sleeping hour and quality have been considered a key factor to human physical and mental health. Excessive smartphone use can affect the sleep performance of adolescents. This paper designed a measurement experiment system and first data analysis on the relationship between the smartphone use patterns and times to bed, wake up, and spent in bed, using MI band activity tracker and SAMS Android application...
Pupils have always had access to different types of skills but nowadays, pupils are rapidly becoming powerful Internet users. If knowledge is also acquired outside the formal education system, most frequently on the Internet, then pupils will have access to a broad scale of educational locations, digital libraries, digital books, various educational portals, cyber cafes and similar places. In short,...
Previous studies showed the effects of psychological variables such as depression and loneliness on game addiction. Likewise, the effect of aggression on game addiction has also been reported. However, little research has empirically proved the role of aggression between the psychological variables and game addiction. In addition, in the context of game addiction, few studies have investigated their...
Most information systems (IS) research focuses on the effect of gamification or the impact of emotions on IS adoption. Moreover, no study differentiates between digital natives and digital immigrants, although theoretically there should be differences in their IS adoption. Digital natives are those from the generation that has grown up with digital technology, their characteristics and behavior are...
More consumers have been shifting from mass media to network media such as the Internet. There has been a significant movement towards being engrossed in games or the Internet among people in their teens and 20's. The main target of the fashion industry has been teenagers. Geeks who are absorbed in games or the Internet tend to avoid social interaction in real life, and so they might be not interested...
Many of us live in a state of persistent and pervasive connectivity. For quite some time, questions on whether this is doing us good or bad have increased in number and variety, as well as their answer trails. We pin our starting point in the public debate around N. Carr's question "Is Google making me stupid?", and we examine the questions asked and those left unasked. We propose a new...
With the continuous development of Internet technology, not only the number of Internet users is increasing, the contents of dissemination are abundant, but also communication forms change rapidly, such as micro-blog, micro message and so on. For science communication, Internet has become an effective scientific communication media, and plays a great role in communication. But at the same time, the...
Today students are using computers, cell phones and other electronic devices to communicate and to access information. New technologies fundamentally changed the way they interact with knowledge so the traditional approach to learning and teaching is no longer sufficient. In order to make the learning environment more interactive and enable students to learn easier and faster, modern teaching techniques...
As a popular social media, micro-blog has been widely accepted and used, so that some people are absorbed in following others to gain so-called convenient information. At the same time rumors and meaningless topics also have opportunity to be irrational spread. To control this phenomenon research on human behavior is of great importance. Supposing follow and forward behaviors based on identify with...
Al-Qaeda in the Arabian Peninsula (AQAP) has integrated crowdsourcing and gamification into its multi-issue online magazine called Inspire. This allows them to make recruiting and training believers and like-minded people to fight unbelievers — a virtual game that anyone can play worldwide. This paper provides customized crowdsourcing and gamification frameworks for Inspire. The framework can be used...
In technological development in the area of e-democracy in-group equality is taken for granted. However, inequality in online communication is just as common as in other social contexts. To research the effects of starting from the presupposition of inequality we have developed a groupware for discussions. Based on democratic meeting techniques and social media it takes the form of a strategic game...
The network cultural industry is a sunrise industry with huge development potential. This paper summarized the current situation of China's network culture industry development and gave targeted measure and advices to existed problems, through looking up latest data given by CNNIC and other authoritative institutes and analyzing on the data statistically.
No prediction of the future can be done without a good understanding of its history. This paper takes us through the history of entertainment technologies from the beginning of the 19th Century to the current time. We trace the paths taken by two particular content types—motion pictures and television—and along the way, examine several other forces that eventually come together at the beginning of...
Recent developments in social media technology will further extend, preserve, and integrate the museum experience with visitors' personal and social lives. The featured Web extra is a video of Computer's Entertainment Computing column editor Kelvin Sung discussing how mobile apps can enhance visitors' museum experiences.
In this paper a conceptual model for a social media game will be illustrated. The idea is to find a way to integrate our physical and digital world in a way that will involve the environment around us containing both artifacts and people and become a natural part of our daily lives. We want to show that by integrate ubiquitous information and social media in a game idea, it is possible to create a...
Based on the analysis of computer games draw computer game contains a wealth of education value and learning function. In daily life, parents, teachers often use "one size fits all", students take "effective" way to cope with learning. Relevant literatures and studies show that computer games on student's growth and development has far-reaching influence. This article through to...
In this paper we present a on-field study for evaluating a crowd sourcing mobile social search application. With the help of the local crowd via social medias, this application assists foreign visitors in Japan by answering their image-based questions at hand in a timely fashion. We ran a controlled field experiment for 6 weeks with 55 participants. We found that the mobile crowd sourcing model demonstrated...
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