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1

Kim, Jin. "User-generated content (UGC) revolution?: critique of the promise of YouTube." Diss., University of Iowa, 2010. https://ir.uiowa.edu/etd/529.

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This dissertation concerns the relationship between the liberating potential of an individuals' use of new media and the various institutional constraints on that. While I aim to explore the emancipatory potential of YouTube, I seek not to lose sight of the cultural, historical and political forces that limit individual use of it. This dissertation examines YouTube from agent, institution and text perspectives, the triangle of media studies. Each perspective illustrates tensions and conflicts between the personal and the public, amateurism and professionalism, narrowcasting and broadcasting, and User-Generated Content (UGC) and Professionally-Generated Content (PGC). Technological development promises the expansion of the human being, the empowerment of individuals and widening opportunities of communication through personalized media. Amateur users take advantage of the convenience and accessibility in YouTube, and consequently they have a chance to deeply engage in the media content production-distribution-consumption-feedback system. With its encouragement of amateur video production, this new medium seems to have the capability to change the nature of media users, from passive audiences to active creators. However, the myth of the active user is inseparable from celebrity culture. Self-expression on the web is often imbued with the fascination with fame, but is not the same as user empowerment. Amateurism in UGC came to be compromised when the line between UGC and PGC started to blur. From a techno futuristic perspective, YouTube seems to make the audience into interactive users, but that interactivity is close to active consumption in the realm of disposable celebrity. The development of mass media always involves a tension between mass communication and interpersonal communication. Historically, YouTube is positioned within the development of personalized media. YouTube is an evolutionary medium under the influence of traditional broadcasting, rather than a revolutionary medium discontinuous from media history. What contemporary people think new about YouTube are likely the consequences of technological evolution rather than those of media revolution. Exploring YouTube, I do not deny the convenience and accessibility of UGC media, but I do not want to lose sight of the legacy of amateurism, individualism and user participation.
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Nilsson, Tobias, and Elias Tilander. "User Experience Mål för UGC-Tjänster : En studie om användarens upplevelse av användargenererat innehåll." Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-4645.

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Uppkomsten av dagens Web 2.0 har skapat möjligheter till större interaktivitet hos användarna. Denna utveckling har även följts av en möjlighet att skapa användargenererat innehåll, ett fenomen som benämns User Generated Content (UGC). En av de viktigaste aspekterna inom UGC är att det måste uppnå en god användbarhet, men likväl måste tjänsterna också erbjuda en rik subjektiv upplevelse. Denna subjektiva upplevelse benämns som User Experience och är ett uttryck för den upplevelse och tillfredställelse en användare känner då den ställs inför ett interaktivt gränssnitt. Syftet med uppsatsen var att identifiera User Experience av UGC-tjänster. Uppsatsen karaktäriseras av en kvalitativ ansats och grundar sig i en explorativ undersökning med loggböcker och intervjuer, där nio respondenters upplevelser ligger till grund för uppsatsens resultat. Uppsatsen bidrar med en modell över User Experience mål för UGC-tjänster. Modellen bidrar till en ökad förståelse för vad som utgör en god User Experience av en UGC-tjänst och kan på så vis vara vägledande för de som designar dessa typer av tjänster.

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Lindgren, Natalie. "USER GENERATED CONTENT IN THE DESTINATION IMAGE PRESENTATION : THE DESTINATION VIENNA." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86151.

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UGC has become an important part of traveling both for the companies and for the travellers themselves. The topic is currently at its forefront of research, which makes the area of study even more relevant. Followed by the development of social media in the corporate world and especially its major part in the everyday life of Generation Y. The competition has become tougher among the destinations since social media, a positive online image has, therefore, become essential on these platforms due to the new ways of obtaining information in a previsiting setting. Instagram is an attractive platform for generation Y and the main channel for tourist to publish their visual word-of-mouth experience after a travel. The concept has its own name called, UGC which together with the consumers perceptions of it has been studied in this thesis. The purpose of the study was to see a comparison between the differences of perceived -usefulness, - credibility and -authenticity based on DMOC and UGC. Moreover, how the participants respond concerning the intention to visit Vienna based on an illustrated destination image of UGC or DMOC. The conceptual S-O-R-model was implemented to illustrate how the input of destination image, became a process of perceptions and outcome of intentions belongs together like a common thread. A quantitative study approach was applied with the strategy of Experimental vignette methodology (EVM), to formulate and illustrated the experiment also, to obtain empirical data which later was analyzed and defined the result. Additionally, the study found that there is no significant difference between USG and DMOC in perceived -usefulness, -credibility, and visiting intention. However, findings of perceived authenticity of the destination image demonstrated that UGC communicates a more positive destination image compared to the DMOC regarding perceived authenticity. Moreover, the practical contributions of this study suggest in accordance with previous studies DMO to cooperate with the users and in that way combine UGC with DMOC in the destination presentation.
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Fredriksson, Alice, Linnea Hallgren, and Malin Vall. "What motivates you? : Exploring the underlying motivational factors for participation in UGC contests on Instagram." Thesis, Jönköping University, IHH, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-52716.

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Background: Throughout recent years, the amounts of competitions on Instagram have increased and is now a popular marketing tool for companies to use. The strong competition in digital marketing has led to the need for brands to effectively utilize this marketing strategy. However, what motivates users to participate is a subject that lacks previous research. Hence, the question of what motivates the users to participate remains. Purpose: The purpose of this study is, therefore, to explore the motivational factors for women in the ages between 16-25, which leads to participation in contests on Instagram. Further, this research additionally aims to proceed with the knowledge of UGC and partly investigate how companies can use the appeared motivational factors when designing and formulating contests.  Method: For this qualitative study, 15 interviews were conducted, using a phenomenological interview approach.  Conclusion: The main conclusion from the analysis was that several motivational factors were discovered that had not earlier been presented in previous research, the most significant one being the social aspects. Furthermore, the size of the prize and the non-motivational factors proved to be of importance for the users. Secondly, factors relating to entertainment, aesthetics and the desire to win were proved to be of high importance as well. Lastly, several managerial applications have also been discovered that could help businesses when forming contests on Instagram.
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Hallgren, Joseph, Kristján Sigurbjörnsson, and Jr Twan Black. "The Relationship Between Brand Related UGC and CBBE : An Internet Meme Experiment." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76001.

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Background: The modern day era of the Internet gave birth to the growing phenomenon of Internet memes (IM), a type of online user generated content (UGC) (Gangadharbatla, 2008). Now marketers have begun researching the relationship between UGC and consumer based brand equity (CBBE) (Christodoulides et.al, 2012; Rachna and Khajuria, 2017). The problem discussion presents the issue of the diminishing control of brand equity due to the rise of UGC and lack of research on how to manage its influence (Morrison et al., 2013). Leading to the purpose of this thesis, which is to determine the impact Internet memes have on consumer based brand equity. Literature: The review presents two leading contributors to the field, Aaker’s (1991) framework on the different dimensions of CBBE and Keller’s (1993) definition of the concept. In addition recent studies on UGC and brand equity provided the basis for hypothesis development. Method: This thesis assumed a deductive research approach, developing the hypothesis from current literature in the field. A quantitative study, that utilized an explanatory research approach, because it best suited the experimental design. As for the data collection method, surveys were considered (Saunders et al., 2016), which the authors designed as a self-completion questionnaire and pre-tested (Bryman and Bell, 2015). Convenience sampling was chosen to select participants (Hernon, 2004). Construct and content validity was used along with homogeneity and stability to control reliability and measure the quality of research instruments (Bryman and Bell, 2015). SPSS version 25 was used to conduct all statistical analyses. Results: Four hypotheses were developed, to measure the effect of the independent variable IM on each of the four CBBE dimensions. To summarize, three of the hypothesis (H1, H3 and H4) were rejected as the difference in the means are not significant enough and can be explained by chance. The effect on brand association (H2) was however found to be significant therefore H2 was accepted.
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Martín, Fuentes Eva. "Tourism Surveying from Social Media: The Validity of User-Generated Content (UGC) for the Characterization of Lodging Rankings." Doctoral thesis, Universitat de Lleida, 2018. http://hdl.handle.net/10803/650336.

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L'objectiu d'aquesta investigació consisteix en determinar si el contingut generat pels usuaris en llocs webs relacionats amb la indústria de l'allotjament valida els sistemes de classificació de qualsevol establiment i plataforma d'allotjament per crear un sistema internacional de classificació d'hotels que pugui servir també per categoritzar qualsevol tipus d'allotjament. Aquesta memòria presenta el treball dut a terme a través de la descàrrega i l'anàlisi de prop de quaranta milions de ressenyes sobre hotels de tot el món descarregades des de TripAdvisor i Booking.com. D’una banda, s’analitza les valoracions dels usuaris sobre establiments d'allotjament per comparar les seves puntuacions i determinar que la posició que ocupen els hotels en el rànquing està molt relacionada entre TripAdvisor i Booking.com. De l'altra, la investigació consisteix en l'anàlisi dels sistemes de classificació d'hotels, demostrant que hi ha una relació entre les valoracions dels usuaris i les categories d'hotels a tot el món, de tal manera que les categories es poden predir a partir del contingut generat pels usuaris a internet, entre d'altres paràmetres. Finalment, a través de tècniques d'aprenentatge automàtic, es crea un model per classificar els establiments d'allotjament siguin tradicionals o plataformes d'allotjament col·laboratiu, com ara Airbnb, per a què convergeixin els diferents sistemes de classificació de tot el món.
El objetivo de esta investigación consiste en determinar si el contenido generado por los usuarios en webs relacionadas con la industria del alojamiento valida los sistemas de clasificación de cualquierestablecimiento y plataforma de alojamiento para crear un sistema internacional de clasificación de hoteles que pueda servir también para categorizar cualquier tipo de alojamiento. Esta memoria presenta el trabajo llevado a cabo a través de la descarga y el análisis de cerca de cuarenta millones de reseñas sobre hoteles de todo el mundo descargadas desde TripAdvisor y Booking.com. Por un lado, esta investigación se centra en analizar la información brindada por los usuarios con sus valoraciones sobre establecimientos de alojamiento para comparar sus puntuaciones y determinar que la posición que ocupan los hoteles en el ranking está muy relacionada entre TripAdvisor y Booking.com. Por el otro, la investigación consiste en el análisis de los sistemas de clasificación de hoteles, demostrando que existe una relación entre las valoraciones de los usuarios y las categorías de hoteles en todo el mundo, de tal manera que las categorías se pueden predecir a partir del contenido generado por los usuarios en internet, entre otros parámetros. Finalmente, a través de técnicas de aprendizaje automático, esta tesis crea un modelo que permite clasificar los establecimientos de alojamiento ya sean tradicionales o plataformas de alojamiento colaborativo, como Airbnb, para que converjan los diferentes sistemas de clasificación de todo el mundo.
The aim of this research is to determine whether online User-Generated Content (UGC) about the lodging industry validates the ranking system of any accommodation property or platform in order to create an international hotel classification system that may also serve to categorize any type of accommodation. This thesis presents the work carried out following the collection and analysis of nearly 40 million reviews of hotels worldwide downloaded from TripAdvisor and Booking.com. On the one hand, this research focuses on the analysis of information provided by users, and specifically their reviews of accommodation properties, to compare their scores and to determine whether the position of a hotel in both ranking systems is closely related. On the other hand, the research consists of the analysis of hotel classification systems. It demonstrates that although international classification systems are not unified, there is a relationship between users’ ratings and hotel categories worldwide. Consequently, categories can be predicted from UGC on the Internet, among other parameters. Finally, through machine learning, this thesis creates a model that allows accommodation properties, whether on traditional or collaborative hosting platforms (e.g., Airbnb), to be classified in such a way that different classification systems worldwide are consistent.
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Bolin, Olsson Hannes, and Vries Simon de. "The usage of consumer generated advertising and its effect on receivers’ attitudes. : A study based on Doritos “crash the super bowl”-contest." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-43894.

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This study explores how consumer’s attitudes towards consumer-generated advertising (CGA) have changed over time. The study measures consumer attitude changes of the winning contributions from Doritos Crash the Super bowl between the years 2007-2014 on YouTube. The study conducted in total 995 comments that was analysed with Leximancer Software, a research tool for making content analysis to determining the presence of words or concepts in collections of textual documents. Findings didn’t show a distinct change of consumer’s attitudes towards CGA over time. The study gave extended knowledge about consumers attitudes towards CGA and what factors that contribute to positive attitudes towards CGA. Were three main factors was notice, first, the fact that they managed to do an ad on a very low budget seemed to impress other consumers. Second, consumers had a tendency to defend CGA when the ad was criticized. Third, the fact that a company did not make the ad was impressive for many of the viewers.
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Yelijiang, Arefujiang. "Judging A Photograph : Analyzing destination choice based on user-generated content on social media." Thesis, Linnéuniversitetet, Institutionen för organisation och entreprenörskap (OE), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-65802.

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In this thesis, authors’ main goal is to test two hypotheses to compare if the tourists are more likely to make their destination choice based on user generated photographs on social media, as well as, tourists’ sustainable destination choice based on photographs with sustainable green content. The quantitative research method was used to conduct the survey with experimental design. It was aimed to compare the tourist’ trust in different photo types, the consumers’ trust was expected to be measured by three dimensions: first impression, intention, and persuasiveness, recommended by previous studies. However, the findings revealed that the tourists are not more likely to trust user generated content on social media to make their destination choice.
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Lundmark, Joakim, and Lindberg Eric Sandström. "The effects of intrinsic motivation, extrinsic motivation and toolkits onuser participation in User-generated content for video games: : A quantitative study of product development in online communities." Thesis, Umeå universitet, Företagsekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105705.

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In this thesis we will discuss the subject of user participation in the development process of products, specifically video games, through a concept called User-generated content. Product development demands speed and flexibility in the development process and it has been suggested that managers should revise the process of product development to become more flexible and integrate the consumer in increasingly more steps of the process. Video games will often be modified after its release. In fact, it has been estimated that between 95% and 100% of the files in most software will be modified after its initial release. User participation, referring to behaviors and activities performed in a system development process, is a definite feature for websites that consider their content user-generated. Customers who participate in online video game UGC are actively changing games, modifying existing content and creating new content related to all aspects of the game bit by bit, while also contributing this content to others, usually over the internet through some sort of video game content sharing site.User participation is determined by a user’s ability to participate and his motivation to do so, the latter of which is the focus of this thesis. Two major branches of study can be distinguished from motivational theory; intrinsic motivation and extrinsic motivation. The main purpose of this thesis is to examine the effects of motivational factors of intrinsic motivation, extrinsic motivation and toolkits that motivate customers to participate in UGC for video games. We examine what effects intrinsic motivational factors enjoyment, altruism and continuance commitment, as well as extrinsic motivational factors rewards, future rewards, personal need and reputation have on user participation. The toolkits approach to product development is a common user-oriented product development methods in the video game industry, which allows users to modify and create content for games. We will also study what effects the usefulness and ease of use of these toolkits have on user participation. Conducting a quantitative study, we presented a questionnaire to members of four online video game UGC communities; Steam Workshop, GameBanana, ModDB and MODSonline, in order to assess users’ attitudes of aforementioned concepts in relation to their user participation.We have not found any relevant research that examines both motivational factors’ and toolkits’ effects on user participation in video game UGC. With recent turbulent developments in the video game industry regarding monetary compensation for UGC, we decided to put great weight on this area in this thesis, both through our review of previous literature and regarding the results of our study.Our multiple regression analysis showed that toolkit ease of use, intrinsic motivational factors enjoyment and altruism, as well as extrinsic motivational factor reputation have significant positive effects on user participation, while toolkit usefulness showed a significant negative effect on user participation. We also find trends suggesting the positive effect of continuance commitment on user participation, and, finally, a trend suggesting the negative effect of rewards on user participation.
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Salehi, Esfahani Saba. "Investigating Information Adoption Tendencies of Restaurants' User-Generated Content Utilizing a Hypothesized Information Adoption Model." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1433248021.

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Amnell, Mathias, and Martin Öhman. "Samband mellan motivationsfaktorer för UGC : Vad motiverar en användare att skapa innehåll på internet?" Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15577.

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User Generated Content (UGC) blir allt vanligare på webben och flera av de mest besökta hemsidorna på internet är till stor del baserade på innehåll skapat av dess användare. Varje dag redigeras exempelvis över 120,000 artiklar på Wikipedia av dess hängivna användare som i snitt spenderar över 8 timmar i veckan på att skapa nytt eller redigera existerande material. Att motivera användare att bidra med innehåll på detta sätt blir allt viktigare. För att kunna göra detta krävs en förståelse för vad som motiverar användarna att bidra. Uppsatsen tar sin utgångspunkt från detta och vi studerar vilka motivationsfaktorer som ligger till grund för att användare skapar UGC samt om det finns några samband mellan dessa motivationsfaktorer. En litteraturstudie över tidigare forskning inom området genomförs och resulterar i 15 motivationsfaktorer kategoriserade i fyra kategorier. Dessa presenteras i en matris som strukturerar upp motivationsfaktorerna i de olika kategorierna. Matrisen med de 15 motivationsfaktorerna ligger som teoretisk grund för en kvantitativ enkätundersökning ämnad att se i vilken grad användare motiverats av olika motivationsfaktorer för skapandet av UGC. Genom enkätundersökningen etableras en förståelse för hur stor andel av respondenterna som motiverats av de olika motivationsfaktorerna. Resultatet från undersökningen används för att studera sambanden mellan motivationsfaktorerna. Detta leder fram till en korrelationstabell som presenterar alla signifikanta samband mellan faktorer samt en motivationsmatris som kan fungera som ett stöd för att förstå och diskutera kring motivationsfaktorer för UGC och dess kategoriseringar. Studiens resultat kan hjälpa utvecklare att ge stöd för flera motivationsfaktorer i tjänster baserade på UGC. Den motivationsmatris och det resultat som presenteras kan även vara utgångspunkt för framtida forskning.
User Generated Content (UGC) is becoming increasingly common on the web and many of the most frequently visited websites on the Internet is largely based on content created by its users. Every day 120,000 articles gets edited on Wikipedia by its devoted users who spend an average of eight hours a week on creating new or edit existing material. To motivate users to contribute with content is becoming increasingly important. This requires an increased understanding of what motivates users to contribute.  In this paper we study the motivational factors that motivates users to contribute with UGC and if there is any correlation between these motivational factors. A literature review of previous research in the field of UGC is performed and results in 15 motivational factors categorized into four categories. These are presented in a matrix that structures the motivation factors in the different categories. The matrix of the 15 motivational factors are the theoretical foundation for a quantitative survey designed to see to what extent users are motivated by different motivational factors for the creation of UGC. Through the survey we establish an understanding to what extent different motivational factors motivate the participiants of the study to create UGC. The results from the survey are then used to study the relationships between motivational factors. This leads to a correlation table that presents all the significant relationships between factors and a motivation matrix that can serve as a basis for understanding and discuss the motivators for the UGC and its categorizations. Our results may help developers to support multiple motivational factors in services based on UGC. The motivation matrix and the results presented may also be the basis for future research.
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Gupta, Debjit. "Essays on the Management of Online Platforms: Bayesian Perspectives." Diss., Virginia Tech, 2020. http://hdl.handle.net/10919/99603.

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This dissertation presents three essays that focus on various aspects pertaining to the management of online platforms, defined as "digital services that facilitate interactions between two or more distinct, but interdependent sets of users (whether firms or individuals) who interact through the service via the Internet" (OECD, 2019). The interactions benefit both the users and the platform. Managing online platforms involves developing strategies for one or more of three value adding functions: (a) lowering search costs for the parties connecting through the platform, (b) providing a technology infrastructure that facilitates transactions at scale by sharing both demand and supply side costs; and (c) locating other audiences or consumers for the output that results from the transaction. The platform manager must manage these value adding functions. Thus, one important management task is to recognize potential asymmetries in the economic and/or psychological motivations of the transacting parties connected through the platform. In this dissertation, I empirically examine these issues in greater detail. The first essay, "Incentivizing User-Generated Content—A Double-Edged Sword: Evidence from Field Data and a Controlled Experiment," addresses the conundrum faced by online platform managers interested in crowdsourcing user-generated content (UGC) in prosocial contexts. The dilemma stems from the fact that offering monetary incentives to stimulate UGC contributions also has a damping effect on peer approval, which is an important source of non-monetary recognition valued by UGC contributors in prosocial contexts. The second essay, "Matching and Making in Matchmaking Platforms: A Structural Analysis," examines matchmaking platforms, focusing specifically on the problem of misaligned incentives between the platform and the agents. Based on data from the Ultimate Fighting Championship (UFC) on fighter characteristics, and pay-per-view revenues associated with specific bouts, we identify the potential for conflicts of interest and examine strategies that may be used to mitigate such problems. The third essay, "Matching and Making in Matching Markets: A Managerial Decision Calculus," extends the empirical model and analytical work to a class of commonly encountered one-sided matching market problems. It provides the conceptual outline of a decision calculus that allows managers to explore the revenue and profitability implications of adaptive changes to the tier structures and matching algorithms.
Doctor of Philosophy
The 21st century has witnessed the rise of the platform economy. Consumers routinely interact with online platforms ways in their day to day activities. For instance, they interact with platforms such as Quora, StackOverflow, Uber, and Airbnb to name only a few. Such platforms address a variety of needs starting from providing users with answers to a variety of questions to matching them with a range of service providers (e.g., for travel and dining needs). However, the rapid growth of the platform economy has created a knowledge gap for both consumers and platforms. The three essays in this dissertation attempt to contribute to the literature in this area. The first essay, "Incentivizing User-Generated Content—A Double-Edged Sword: Evidence from Field Data and a Controlled Experiment," examines how crowdsourcing contests influence the quantity and quality of user-generated content (UGC). Analyzing data from the popular question and answer website Quora, we find that offering monetary incentives to stimulate UGC contributions increases contributions but also has a simultaneous damping effect on peer endorsement, which is an important source of non-monetary recognition for UGC contributors in prosocial contexts. The second essay, "Matching and Making in Matchmaking Platforms: A Structural Analysis," examines matchmaking platforms, focusing on the problem of misaligned incentives between the platform and the agents. Based on data from the Ultimate Fighting Championship (UFC) on fighter characteristics, and pay-per-view revenues associated with specific bouts, we identify the potential for conflicts of interest and examine strategies that may be used to mitigate such problems. The third essay, "Matching and Making in Matching Markets: A Managerial Decision Calculus," extends the empirical model and analytical work to a class of commonly encountered one-sided matching market problems. It provides the conceptual outline of a decision calculus that allows managers to explore the revenue and profitability implications of adaptive changes to the tier structures and matching algorithms.
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Alhouaidy, Zahra. "Att sprida upphovsrättsligt skyddat material på YouTube : Om användarnas motivation att ladda upp upphovsrättsskyddat material." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-18951.

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Ett av de mest populära community:n på internet och en av världens mest populärastewebbplats i dag är videotjänsten YouTube. Strömmande tjänster blir alltmer efterfrågade i taktmed att tekniken utvecklas och bandbreddens prestationsförmåga inte längre är en begränsning.Inte minst har strömmande tjänster, i synnerhet YouTube, blivit populärt på grund av desskopierade innehåll av användare, i motsats till det egenskapade. Många av de uppladdadevideoklippen är upphovsrättsskyddade och just sådana videoklipp har visat sig tendera att varasärskilt efterfrågade bland användarna.I den här uppsatsen tittar jag på användarnas beteenden på YouTube i form av en observationnär de laddar upp upphovsrättsskyddat material. Jag undersöker hur användare ställer sig tillupphovsrätten och de regler som råder på YouTube genom en enkätundersökning. Slutligenintervjuar jag två advokater specialiserade inom området för att ta del av deras professionellasynsätt. Uppsatsen presenterar de observerade användarstrategierna och reflektionerna.
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Wiandt, Lotta, and Pernilla Bredberg. "Säger en bild mer än tusen ord? : -En turismvetenskaplig studie om maktfördelning genom nya marknadsföringskanaler." Thesis, Karlstads universitet, Handelshögskolan (from 2013), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-85656.

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I denna studie har kommunala destination management organization (DMOs) kring Vänern studerats och specifikt hur de implementerar sociala medier i deras marknadsföring. Vi har haft som syfte att studera hur användandet av sociala medier som marknadsföringskanal kan medföra en maktförflyttning och i förlängningen påverka en plats varumärke. Vi har även varit intresserade av att studera hur samskapande av budskap på sociala medier kan bidra till en maktfördelning för att öka platsens synlighet och konkurrenskraft. Studien tar upp begrepp som user generated content (UGC), hashtags och storytelling vilka är verktyg kopplade till maktförflyttningen av marknadsföringen av en plats.Studiens grundar sig i en kvalitativ enkät utförd med respondenter från kommunala turistorganisationer samt visuell observation av respondenternas sociala medier. Datainsamlingen har genererat information om hur kommunerna arbetar med sociala medier som marknadsföringskanal samt hur de använder tillgängliga verktyg på sociala plattformar. Vi har i vår analys tagit hjälp av ett modell som bygger på fyra begrepp kopplat till sociala medier som vi valt att anpassa till vår studie efter vår teoretiska ramverk. Bland annat skapar modellen ett ramverk för DMOs som en hjälp att stärka sitt varumärke. Ramverket består av Varumärke, Rörlighet, Samskapande samt Storytelling och bidrar med kunskap om hur kommuner kan använda det innehåll som användarna av sociala medier skapar och delar med sig av. Resultatet av vår studie visar att kommunerna har kontrollen över sitt varumärke, det har alltså inte skett en maktförflyttning i den bemärkelsen att besökaren har makten över varumärket. Däremot ser vi att samskapande och maktfördelning av kommunens varumärke kan öka konkurrenskraften och är ett underutnyttjat verktyg. Studien visar även att kommunerna är aktiva på sociala medier men vi upplever skillnader i engagemanget och i hur de samskapar med besökaren.
In this study destination management organizations (DMO) surrounding Lake Vänern have been studied and specifically how they incorporate social media in their marketing.The aim of the study was to study how the use of social media as a marketing tool can lead to a transfer of power and in prolongation affect a place brand. We have also had an interest in studying how co-creation of messages on social media can lead to a distribution of power to increase a “place” competitiveness and visibility. The study concerns concepts such as user generated content (UGC), hashtags and storytelling which are tools connected to distribution of power and marketing of a “place”.The study is based on a qualitative survey study performed by respondents from destination management organizations within the destinations surrounding Vänern and also a visual observation of the study's respondents' social media. Our collected data has generated knowledge on how destinations are working with social media as a marketing tool and also how they use the accessible tools that social media offer. Our analysis is inspired by a model that is based on four concepts connected to social media that we have chosen to adapt to our theoretical framework. Among other things the model creates a framework for DMO as a help to strengthen their place brand. The framework consists of brand image, mobility, co-creation and storytelling and contributes with knowledge of how destinations can use the content that the users of social media creates and shares. The study shows that the respondent destinations are in control of their brand, there has not been a transfer of power in the meaning that the visitors are in control of the brand image. However, co-creation and distribution of power of the destination brand to strengthen a place's competitiveness is an underutilized tool. The study also shows that respondent destinations are active on social media, however we experience differences in how they co-create with visitors and their commitment in engaging with visitors.
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Ketola, Rebecca, and Sandra Norrman. "DO CONSUMERS BELIEVE EACH OTHER ONLINE? : A study of how consumers assess credibility of brand-related UGC." Thesis, Umeå universitet, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-162456.

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With the gradual rise of Web-2.0 based platforms, Internet users were given the possibility to interact with each other in virtual communities. Originating from this development was the concept of user-generated content (UGC), which implies that people were able to enrich each other’s user-experiences by sharing creative efforts and communicating openly (O’Reilly, 2007).   As Web 2.0 features continued to grow, marketers became aware of the opportunities this new development online created and how they could use it to their advantage (De Chernatony & Christodoulides, 2004). The development online however also faces companies with challenges, as consumers now are able to create and share opinions and thoughts about brands, which to an extent is uncontrollable by companies (Christodoulides et al., 2012). Just as marketer-controlled communication can create new brand associations in the minds of consumers, for better or worse - so can also externally-generated communication, such as brand-related UGC, do.   Knowing that consumers generally trust what other consumers say about products more than marketing communication (Cheong & Morrison, 2008; Song & Yoo, 2016), and that there does not exist much research on how consumers perceive brand-related UGC, this is a considerably important topic to study. A classic way of studying communication effectiveness is through credibility, which is argued to be a major determinant of whether consumers accept and adopt what is communicated (e.g. Hovland et al., 1953). Thus, the purpose of this thesis is to gain an understanding of how consumers assess credibility of brand-related UGC and furthermore, what their consequent responses are.   A qualitative approach was taken as the purpose is to gain insight rather than proving a point. The interviews were semi-structured and formed around three Instagram posts relating to a specific brand, which were deliberately chosen based on the content of the theoretical framework developed. Through using these example cases, interviewees’ first reactions could be captured and their reasoning around credibility could be followed and discussed.   The results from this study indicate that there exists a certain level of irritation as well as a scepticism towards brand-related UGC. This seem to stem from a suspicion that most content that promotes products and brands is part of sponsored collaborations, into which consumers put noticeably much distrust. Beyond questioning sponsorship, it was also found that the source played a particularly important role when assessing credibility. When a source is familiar, it is easier to determine credibility of brand-related UGC, and credibility furthermore increases with perceived expertise, attractiveness and trustworthiness. The channel through which a message is communicated also matters, as it is more difficult to be ingenuine through a video than an image or a text, which implicated that consumers may find videos more credible than other media formats. The message itself was also deemed to influence the credibility assessment, as the message was questioned both based upon common sense but also on knowledge and previous experience.   As for practical implications, this study indicates that encouraging or generating positive brand-related UGC through paid collaborations, is a balancing act, into which much consideration needs to be put. With the evident irritation that consumers feel when it comes to brand-related UGC, marketers should be careful to push too much positive brand communication onto the consumer, or it will turn negative. To come across as genuine, the “who”, ”what” and ”how” of communication should be carefully considered.
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Thetsidaeng, Chotima. "User-generated content and Copyright Dilemma in Web 2.0 Era : Should the Specific Exception be introduced in The EU?" Thesis, Uppsala universitet, Juridiska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-385452.

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It is undeniable that internet nowadays is part of our life and community. Internet opens door for expression of ideas and opinions which can both be given and taken freely. Moreover, with the rise of the new internet model, Web 2.0, the platform becomes wider and more interactive which has an effect on the copyright aspect all over the world. User-generated content was soon born as a result of Web 2.0 and caused unsolvable legal issues in the copyright regime due to its transformative nature which acts in contrary to the exclusive right of the author.          This thesis paper seeks the best solutions for the complicated nature of user-generated content in online platform which has been causing legal tension in copyright law for quite some time. The paper will focus mainly in the scope of EU copyright law as well as Thai copyright law. The Canadian new specific exception for user-generated content and its semi-open “fair dealing” exception will be discussed as a possible approach to the solution. Moreover, Human rights aspect in scope of freedom of expression will be analyzed in order to find the balance between the copyright and human rights in the most effective way to serve the core purpose of copyright law.
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Goerlich, Franz. "Konzeption und Entwicklung einer E-Learning-Lektion zur Arbeit mit der Kartenherstellungssoftware OCAD." Bachelor's thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-86200.

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In dieser Bachelorarbeit wird eine Beispiel-E-Learning-Lektion zum Import von GPS Daten in die Kartenherstellungssoftware OCAD erstellt. Dabei liegt im theoretischen Teil der Hauptschwerpunkt auf nutzergenerierten Daten (Volunteered Geographic Infor-mation; kurz: VGI). Nach einer kurzen, allgemeinen Einführung wird auf die Bedeutung der Kartographie im Zusammenhang mit VGI eingegangen. Der zweite Teil beinhaltet Didaktik mit Schwerpunkt E-Learning. Dazu werden das Goal Based Scenario Modell und das Cognitive Apprenticeship Modell kurz vorgestellt und anschließend das Projekt GITTA mit der enthaltenen ECLASS-Struktur näher erklärt. Den immer wichtiger werdenden Content Management Systemen (CMS) widmet sich der dritte Theorieteil. Für die Realisierung der zu erstellenden Lektion wird das Open-Source CMS Joomla! ausführlicher erläutert. Die Implementierung beschreibt die Umsetzung der E-Leraning-Lektion mittels Joomla! und die Nutzung des ECLASS-Modells. Bevor auf die Vorgehensweise eingegangen wird, enthält der Implementierungsteil die Erstellung eines groben Gesamtkonzeptes für eine komplette E-Leraning-Anwendung zu OCAD mit entsprechenden Erläuterungen. Anschließend folgen eine Zusammenfassung und ein Ausblick über die Weiterführung der E-Learning-Anwendung.
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Johnston, Lisette May. "Reporting the Syria conflict on television (2011-2014) : how the use of user generated content (UGC) has shaped BBC World News TV coverage and affected journalistic practices." Thesis, City, University of London, 2016. http://openaccess.city.ac.uk/18077/.

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This thesis examines the ways in which user-generated content (UGC) has been used by BBC journalists to cover the conflict in Syria, and how journalistic working practices have altered. The data collection methods included a content analysis of news reports about Syria which aired on BBC World News TV from 2011 to 2014, staff interviews and newsroom observations. Syria has been a challenging story to report as often news organisations have had very little, if any, presence in the country, forcing journalists to rely on UGC produced inside the country to depict events. Results show the task of sourcing UGC and putting it through a verification process involved a steep learning curve for many BBC journalists during the Arab uprisings and remains a complex process. Journalists and producers had to adapt to new ways of locating content, particularly on digital platforms, developing new skills to enable them to carry out ‘social media newsgathering’. In doing so they harnessed expertise from across the BBC, including BBC Arabic and BBC Monitoring. These changes have happened as the BBC has created more digital news products. However, there were systematic failings in the ways that BBC News passed on information about the UGC used in its news reports to its audiences, particularly verification warnings and the crediting of content. While journalists have become more social media and technology savvy, UGC is still not fully understood by BBC newsrooms, though it is regularly used to cover breaking stories and news. This thesis contributes to a body of literature examining how UGC is used by news outlets and also revisits established theories to consider the extent to which journalists continue to be information gatekeepers or ‘gatewatchers’ when audiences have access to news on numerous social, mobile and digital platforms.
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Leiser, Mareike, and Carola Gensert. "The role of authenticity of user-generated content as part of the product presentation in an online shop : A qualitative study of the empirical case of H&M." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43858.

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Background: The following thesis explores the use of UGC pictures as part of the product presentation in the online shop of a fashion retailer. Of interest are four variables and which influence these are having on the perception of the UGC pictures through the lens of authenticity. The theoretical background and the analysis are done through a developed model based on the SOR model of Mehrabian and Russell (1974). Purpose: The purpose of this thesis is to gain deeper insights about the role of authenticity on the perception of consumers towards UGC pictures which are part of the product presentation of a fashion online shop. Method: This thesis follows a qualitative study by conducting two focus group sessions with in total 15 participants, as well as semi-structured interviews with four participants of the focus group. Findings: Resulting from the findings of this thesis it could be argued, that UGC pictures would be theoretically well suited as part of the product presentation. However, not in terms of authenticity, as consumers have an existing attitude towards content from social media. Value: The findings of this thesis are providing valuable insights into the perception of UGC pictures in the context of an online shopping setting through the lens of authenticity. The presented findings are beneficial and are giving tangible advice for online shop providers to not only understand the perception of consumers to the UGC pictures but also how authenticity is influencing this perception.
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Holm, Filip, and Susanne Lindberg. "Användarskapat innehåll som läsarna vill ha : en studie bland läsare av webbtidningar." Thesis, Högskolan i Halmstad, Sektionen för Informationsvetenskap, Data– och Elektroteknik (IDE), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15572.

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Användarskapat innehåll, eller UGC från engelskans User Generated Content, har med teknikens utveckling blivit allt mer populärt på webbtidningar. Det ses som en konkurrensfördel men kan även innebära risker för tidningen, inte minst kostnadsmässigt. Det blir därför viktigt att satsa på UGC som läsarna vill ha, men vad detta innebär är inte ett välutforskat ämne. Denna uppsats ämnar svara på vilket användarskapat innehåll läsare av webbtidningar föredrar, samt varför de föredrar just detta. Med utgångspunkt i en litteraturstudie identifierades fem aspekter som kan hjälpa till att beskriva UGC. Med en dagboksstudie urskiljdes nio teman utifrån vilka det var möjligt att styrka fyra av aspekterna samt identifiera ytterligare fem aspekter som föreföll påverka hur läsare uppskattar UGC.
User Generated Content (UGC) has, with the fast-paced technological development, become increasingly popular in online newspapers. It is considered a competitive advantage but might entail risks for the newspapers, not in the least cost-wise. Thus it becomes important to invest in the UGC readers want, but what this encompasses is not a widely explored subject. This essay intends to answer what UGC readers of online newspapers prefer and why they prefer this particular content. On the basis of a literature study five aspects that can help describe UGC were identified. A diary study resulted in the identification of nine themes based on which it was possible to corroborate four of the aspects as well as identify a further five aspects that appeared to affect how readers view UGC.
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Dylko, Ivan B. "Explication of Political User-Generated Content and Theorizing about Its Effects on Democracy with a Mix-of-Attributes Approach and Documenting Attribute Presence with a Quantitative Content Analysis." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1306516081.

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22

Pauve, Leonard. "Sociala Medier – Utifrån ett marknadsperspektiv." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-79594.

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Syftet med denna uppsats är att analysera och klarlägga SM ur ett marknadsföringsperspektiv. Detta görs genom att redogöra för dess karaktär samt studera möjligheter och svårigheter som kretsar kring fenomenet. Metoden som använts är kvalitativ och studien bygger på samlad empiri från fem intervjuer. Informanterna har varierande anknytning till SM i sin vardag och yrkesroll vilket varit medvetet för att få en så nyanserad bild som möjligt av ämnesområdet. Intervjuerna finns presenterade i sin helhet som bilaga. På grund av bristande forskning och litteratur inom ämnet har stor del av den samlade teori hämtats in från olika artiklar på internet. Dessa artiklar har vid applicerbara och relevanta tillfällen koppats teoretiskt med annan litteratur kring tjänstemarknadsföring och kommunikation. Studien visar att företag och organisationer har mycket svårt att greppa SM:s otroligt snabba framväxt och hur man som organisation ska förhålla sig till området. Den bakomliggande tekniken och de nya ”arenor” och plattformar där allt äger rum skapar en komplex dimma över något som i grunden handlar om kommunikation. Kommunikation gentemot sina målgrupper och målgrupperna emellan. Komplexiteten skapar för många företag och organisationer ett paralyserat tillstånd. SM:s framfart har medfört att det har skett ett, från företagarens synvinkel, obehagligt maktskifte från företagen till konsumenten eftersom kunden fått helt nya verktyg för att dela, gilla eller ogilla. Kundens upplevelse sprids inte längre enbart genom mun till mun metoden utan upplevelser, positiva som negativa, delas konstant individer emellan på olika sociala plattformar. Som företagare har man två val, antingen står man vid sidan och observerar vad som sker, eller så implementerar man kommunikationsstrategier för hur man på bästa sätt ska delta i dialogen och på så vis möta sina kunder i de olika tillstånd de befinner sig i.
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Katz, Philipp. "Extraktion geographischer Entitäten zur Suche nutzergenerierter Inhalte für Nachrichtenereignisse." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-154879.

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Der Einfluss sogenannter nutzergenerierter Inhalte im Web hat in den letzten Jahren stetig zugenommen. Auf Plattformen wie Blogs, sozialen Netzwerken oder Medienportalen werden durch Anwender kontinuierlich Textnachrichten, Bilder oder Videos publiziert. Auch Inhalte, die aktuelle gesellschaftliche Ereignisse, wie beispielsweise den Euromaidan in Kiew dokumentieren, werden durch diese Plattformen verbreitet. Nutzergenerierte Inhalte bieten folglich das Potential, zusätzliche Hintergrundinformationen über Ereignisse direkt vom Ort des Geschehens zu liefern. Diese Arbeit verfolgt die Vision einer Nachrichtenplattform, die unter Verwendung von Methoden des Information Retrievals und der Informationsextraktion Nachrichtenereignisse erkennt, diese automatisiert mit relevanten nutzergenerierten Inhalten anreichert und dem Leser präsentiert. Zur Suche nutzergenerierter Inhalte kommen in dieser Arbeit maßgeblich geographische Entitäten, also Ortsbezeichnungen zum Einsatz. Für die Extraktion dieser Entitäten aus gegebenen Nachrichtendokumenten stellt die Arbeit verschiedene neue Methoden vor. Die Entitäten werden genutzt, um zielgerichtete Suchanfragen zu erzeugen. Es wird gezeigt, dass sich eine geounterstützte Suche für das Auffinden nutzergenerierter Inhalte besser eignet als eine konventionelle schlüsselwortbasierte Suche.
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Bjelm, Petter, and Mark Wibom. "Live Video Exploration - Exploring environments using live video, mobile devices and unacquainted users." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23385.

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The live video streaming market is, as some research suggests, a difficult one to develop.Comparing it to other media it has the disadvantage of being available during a limitedperiod of time. This thesis explores how mobile devices can be used as an exploratorytool through live video streaming. The opportunity of control in the moment is studiedand examined in this report. This research will suggest a mobile device platform in whichpeople can assist other people exploring new environments around the globe. It also triesto evaluate whether this exploring interaction can occur between unacquainted people andat the same time not be hindered by any language barriers. The motivation behind thissubject is the human need and curiosity of exploring new environments and places.The foundation of the research approach was based on interaction design principles andmethods. This created a chain of methods used with the intent of better understandingwhat is to be considered when designing for live video experiences focusing onenvironments. The process lead to important understandings and key aspects to beconsidered when designing live experiences focusing on environments. The results thatemerged, showed that the most important encouragement is; to be presented with anenvironment that includes novel elements. Furthermore, the results could also concludethat by giving access to directional controls, and some means of expressing appreciation,can help to influence and shape exploration with live video.
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Hutchinson, Jonathon P. "Collaboration, connections and consequences : a study of cultural intermediation within the ABC Pool institutional online community." Thesis, Queensland University of Technology, 2013. https://eprints.qut.edu.au/64476/1/Jonathon_Hutchinson_Thesis.pdf.

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This thesis addresses the question of what it means to be a public broadcaster in the context of a rapidly changing media landscape, in which audiences no longer only watch and consume but now also make and share media content. Through a close investigation of the ABC Pool community, this thesis documents how the different interests of the stakeholders within an institutional online community intersect and how those interests are negotiated within the Australian Broadcasting Corporation. It demonstrates a new approach towards the cultural intermediation of user-created content within institutional online communities. The research moves beyond the exploration of the community manager role as one type of intermediary to demonstrate the activities of multiple cultural intermediaries that engage in collaborative peer production. Cultural intermediation provides the basis for institutional online community governance.
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Czeszejko, Rafael, and Pettersson Sophia Zhang. "New Product Introductions, what gets people talking? : Quantitative study on e-Word-of-Mouth & Customer Engagement." Thesis, Stockholms universitet, Marknadsföring, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-197450.

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The interest of researchers and practitioners in e-Word-of-Mouth has accelerated with the rise of social media platforms. In the last decade it became more apparent that customers are not merely recipients of product and brand information, but also active participants in shaping product and brand perceptions. However, still no comprehensive understanding of customers’ desire to engage in positive and negative e-Word-of-Mouth has been found. Therefore, this study focuses on Customer Engagement in order to provide knowledge on what makes customers engage in e-Word-of-Mouth. We narrow our study to New Product Introductions due to their crucial role in both business success and failure. In order to study this topic, quantitative methodology using big data analysis of around 20 millions tweets in total, with text analysis of around three million items, obtained from Twitter has been applied. The findings indicate that Brand Benefits and Innovativeness Level are two important aspects that impact Attitudinal Engagement which enables Customer Engagement Behavior.
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Nilsson, Karin H. "Framework for Enabling User-Generated Content." Thesis, Umeå universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-58059.

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User-generated content, UGC, is a modern topic today and refers to media and creative works created by Internet users and posted on the Internet. More and more application developers wants to offer sharing functionalities in their applications and on their websites. The alternatives of doing so today are to use UGC platforms API, like Facebook and Twitter, to upload the content to that specific platform or to implement the framework ShareKit that enables the user to share their content on multiple social networks and platforms. If the application developer wants the user to upload the content to their own platform they have to implement the sharing functionality themselves. This thesis covers the development of a framework that enables user-generated content to be uploaded to the application owner’s choice of destination whether it is their own platform or someone else’s. By exploring the meaning of user-generated content, why people want to share and existing sharing applications, information as well as inspirations was gathered and used to design a prototype that was user-tested, redesigned and implemented. The result was a prototype of a framework implemented for the iPhone that provides an easy way for users to add, edit, rearrange and upload different types of content. User-generated content will increase in the future and the mobile part of UGC will be more and more important. People are going to want to be able to express themselves wherever they are. This makes the future for this framework bright since it makes it easy for application developers to enable sharing of user-generated content in their applications.
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Despotakis, Dimoklis. "Modelling viewpoints in user generated content." Thesis, University of Leeds, 2013. http://etheses.whiterose.ac.uk/5754/.

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The Web 2.0 infrastructure allowed for a tremendous technological growth in the ways that information is distributed and exchanged among individuals. Web sites transformed to hosts of an abundance of user generated content in various domains comprising thereafter social media platforms. This evolution heralded the beginning of a new era for user modelling. Several types of applications have gained benefit from harvesting social media content for either populating or enriching user models by identifying, extracting and analysing digital user traces aiming at improving system responses for adaptation and personalisation. However, different user experiences and backgrounds determine different user viewpoints, and it is evident that the next generation of user modelling approaches should cater for viewpoints diversity. This can enable better understanding of the users' conceptualisations, their exposure to diverse interpretations overcoming thus the 'filter bubble' effect and enriching their perspective. How can we represent user viewpoints? How can we capture user-viewpoints from user generated content? How can we enable intelligent analysis of user viewpoints to explore diversity? This research complements notable efforts for viewpoints modelling by addressing three main challenges: (i) enable better understanding of users by capturing the semantics of user viewpoints; (ii) formally represent user viewpoints by capturing the viewpoint focus, and identify the projection of user models on the domain of interest; and, (iii) enable exploration of diversity by providing intelligent methods for analysis and comparison of viewpoints. The proposed approach is wrapped within a framework for representing, capturing and analysing user viewpoint semantics, called ViewS. ViewS defines a semantic augmentation pipeline for processing textual user generated content. The semantic output is then used as input together with the annotating ontologies in a component for capturing viewpoint focus which exploits Formal Concept Analysis. The viewpoint focus model is used then to analyse and compare user viewpoints and explore diversity. ViewS has been deployed and evaluated for user viewpoints on social signals in interpersonal communication, including emotion and body language, where diverse interpretations can be obtained by different individuals and groups.
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Lorenz, Anja. "Rückführung von User Generated Content in Lernmaterialien." Universitätsbibliothek Chemnitz, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-82007.

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Lerncontentmodelle beschreiben den modularen Aufbau von Lernmaterialien auf verschiedenen Komplexitätsebenen von Assets bis hin zu fertigen Kursmaterialien. In Autorenwerkzeugen wird diese Untergliederung oft unterstützt, bspw. durch Mediendatenbanken, modularisierte Inhaltsstrukturen oder pädagogische Metadaten zum unterstützten Lernszenario. User Generated Content in Social-Software-Anwendungen entsteht nicht auf diesem strukturierten Weg, sondern spontan und abhängig von den bereitgestellten Funktionen. Der Beitrag zeigt, dass sie sich aber weiterhin bezüglich ihrer Abhängigkeit vom Lernkontext klassifizieren lassen. Als Abstufungen ergeben sich Assets, Informations- und Lernobjekte, zielgruppenbasierte Zusammenstellungen und Kursunterlagen. Damit soll einerseits eine taxonomische Grundlage geschaffen werden, um User Generated Content als Lernmaterialien einzuordnen, es ist aber vornehmlich ein erster Schritt hin zur deren systematischer Re-Integration in institutionelle Lernmaterialien.
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McCreadie, Richard. "News vertical search using user-generated content." Thesis, University of Glasgow, 2012. http://theses.gla.ac.uk/3813/.

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The thesis investigates how content produced by end-users on the World Wide Web — referred to as user-generated content — can enhance the news vertical aspect of a universal Web search engine, such that news-related queries can be satisfied more accurately, comprehensively and in a more timely manner. We propose a news search framework to describe the news vertical aspect of a universal web search engine. This framework is comprised of four components, each providing a different piece of functionality. The Top Events Identification component identifies the most important events that are happening at any given moment using discussion in user-generated content streams. The News Query Classification component classifies incoming queries as news-related or not in real-time. The Ranking News-Related Content component finds and ranks relevant content for news-related user queries from multiple streams of news and user-generated content. Finally, the News-Related Content Integration component merges the previously ranked content for the user query into theWeb search ranking. In this thesis, we argue that user-generated content can be leveraged in one or more of these components to better satisfy news-related user queries. Potential enhancements include the faster identification of news queries relating to breaking news events, more accurate classification of news-related queries, increased coverage of the events searched for by the user or increased freshness in the results returned. Approaches to tackle each of the four components of the news search framework are proposed, which aim to leverage user-generated content. Together, these approaches form the news vertical component of a universal Web search engine. Each approach proposed for a component is thoroughly evaluated using one or more datasets developed for that component. Conclusions are derived concerning whether the use of user-generated content enhances the component in question using an appropriate measure, namely: effectiveness when ranking events by their current importance/newsworthiness for the Top Events Identification component; classification accuracy over different types of query for the News Query Classification component; relevance of the documents returned for the Ranking News-Related Content component; and end-user preference for rankings integrating user-generated content in comparison to the unalteredWeb search ranking for the News-Related Content Integration component. Analysis of the proposed approaches themselves, the effective settings for the deployment of those approaches and insights into their behaviour are also discussed. In particular, the evaluation of the Top Events Identification component examines how effectively events — represented by newswire articles — can be ranked by their importance using two different streams of user-generated content, namely blog posts and Twitter tweets. Evaluation of the proposed approaches for this component indicates that blog posts are an effective source of evidence to use when ranking events and that these approaches achieve state-of-the-art effectiveness. Using the same approaches instead driven by a stream of tweets, provide a story ranking performance that is significantly more effective than random, but is not consistent across all of the datasets and approaches tested. Insights are provided into the reasons for this with regard to the transient nature of discussion in Twitter. Through the evaluation of the News Query Classification component, we show that the use of timely features extracted from different news and user-generated content sources can increase the accuracy of news query classification over relying upon newswire provider streams alone. Evidence also suggests that the usefulness of the user-generated content sources varies as news events mature, with some sources becoming more influential over time as new content is published, leading to an upward trend in classification accuracy. The Ranking News-Related Content component evaluation investigates how to effectively rank content from the blogosphere and Twitter for news-related user queries. Of the approaches tested, we show that learning to rank approaches using features specific to blog posts/tweets lead to state-of-the-art ranking effectiveness under real-time constraints. Finally this thesis demonstrates that the majority of end-users prefer rankings integrated with usergenerated content for news-related queries to rankings containing only Web search results or integrated with only newswire articles. Of the user-generated content sources tested, the most popular source is shown to be Twitter, particularly for queries relating to breaking events. The central contributions of this thesis are the introduction of a news search framework, the approaches to tackle each of the four components of the framework that integrate user-generated content and their subsequent evaluation in a simulated real-time setting. This thesis draws insights from a broad range of experiments spanning the entire search process for news-related queries. The experiments reported in this thesis demonstrate the potential and scope for enhancements that can be brought about by the leverage of user-generated content for real-time news search and related applications.
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Timoshenko, Artem. "Identifying customer needs from user-generated content." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/109648.

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Thesis: S.M. in Management Research, Massachusetts Institute of Technology, Sloan School of Management, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 23-24).
Understanding customer needs is an important part of marketing strategy, product development, and marketing research. The explosive growth of user-generated content (UGC) creates an opportunity to enhance industry-standard interview-based approaches for identifying customer needs. However, the traditional manual review approach is neither efficient nor effective when applied to a large UGC corpus because non-informative and repetitive content crowd out information about customer needs. We identify customer needs from UGC by combining machine learning methods to select content for review with human judgement to formulate customer needs. In particular, we use a convolutional neural network to filter out non-informative content and dense sentence representations to identify sufficiently different sentences for manual review. An empirical proof-of-concept compares customer needs for oral care products identified from online reviews (UGC) with customer needs identified by a third-party professional consulting firm using industry-standard methods. In this application, UGC identifies additional customer needs, unreachable by the interview-based approach. Our approach improves efficiency of manual review in terms of a number of unique customer needs per unit effort.
by Artem Timoshenko.
S.M. in Management Research
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Міщенко, Марина Миколаївна. "User generated content як особливість інтернет-культури." Thesis, Національний технічний університет "Харківський політехнічний інститут", 2017. http://repository.kpi.kharkov.ua/handle/KhPI-Press/42522.

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Nagarajan, Bala Meenakshi. "Understanding User-Generated Content on Social Media." Wright State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=wright1284152205.

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Vera, Denys. "User generated content for IMS-based IPTV." Master's thesis, University of Cape Town, 2012. http://hdl.handle.net/11427/11933.

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Includes abstract.
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Web 2.0 services have been on the rise due to improved bandwidth availability. Users can now connect to the internet with a variety of portable devices which are capable of performing multiple tasks. Due to this, services such as Voice over IP (VoIP), presence, social networks, instant messaging (IM) and Internet Protocol television (IPTV) to mention but a few, started to emerge...This thesis proposed a framework that will offer user-generated content on an IMS-Based IPTV and the framework will include a personalised advertising system...
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Mudau, Sipho. "The copyright protection of online user-generated content." Master's thesis, University of Cape Town, 2014. http://hdl.handle.net/11427/12935.

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Includes bibliographical references.
Online social networking sites such as Facebook and YouTube allow creative works to be more easily copied and distributed. This type of content is generally referred to as user-generated content and its creation has become a major component of our daily routine. As a result, user-generated content has the potential to influence not just the nature of social interactions but methods of doing business. The advent of user-generated content poses new challenges to copyright law, the conventional medium of protecting these creative works. The global reach of the internet and the increasing ease of access thereto make infringement of original material more likely and more frequent. User-generated content is also surrounded by legal uncertainty in the areas of defamation and privacy. It is beyond the scope of this paper to deal in any depth with these issues. This dissertation will focus on the implications of user-generated content within the realm of copyright. Specifically, this paper examines whether South African copyright law, in its present state, adequately protect the rights and interests of content creators on one end and website owners and proprietors on the other. This assessment will be guided, in part, by judicial precedent and legislative policies adopted in other jurisdictions.
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Hahmann, Stefan. "Zur Beziehung von Raum und Inhalt nutzergenerierter geographischer Informationen." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-148835.

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In the last ten years there has been a significant progress of the World Wide Web, which evolved to become the so-called “Web 2.0”. The most important feature of this new quality of the WWW is the participation of the users in generating contents. This trend facilitates the formation of user communities which collaborate on diverse projects, where they collect and publish information. Prominent examples of such projects are the online-encyclopedia “Wikipedia”, the microblogging-platform “Twitter”, the photo-platform “Flickr” and the database of topographic information “OpenStreetMap”. User-generated content, which is directly or indirectly geospatially referenced, is of-ten termed more specifically as “volunteered geographic information”. The geospatial reference of this information is constituted either directly by coordinates that are given as meta-information or indirectly through georeferencing of toponyms or addresses that are contained in this information. Volunteered geographic information is particularly suited for research, as it can be accessed with low or even at no costs at all. Furthermore it reflects a variety of human decisions which are linked to geographic space. In this thesis, the relationship of space and content of volunteered geographic information is investigated from two different perspectives. The first part of this thesis addresses the question for which share of information there exists a relationship between space and content of the information, such that the information is locatable in geospace. In this context, the assumption that about 80% of all information has a reference to space has been well known within the community of geographic information system users. Since the 1980s it has served as a marketing tool within the whole geoinformation sector, although there has not been any empirical evidence. This thesis contributes to fill this research gap. For the validation of the ‘80%-hypothesis’ two approaches are presented. The first approach is based on a corpus of information that is as representative as possible for world knowledge. For this purpose the German language edition of Wikipedia has been selected. This corpus is modeled as a network of information where the articles are considered the nodes and the cross references are considered the edges of a directed graph. With the help of this network a graduated definition of geospatial references is possible. It is implemented by computing the distance of each article to its closest article within the network that is assigned with spatial coordinates. Parallel to this, a survey-based approach is developed where participants have the task to assign pieces of information to one of the categories “direct geospatial reference”, “indirect geospatial reference” and “no geospatial reference”. A synthesis of both approaches leads to an empirically justified figure for the “80%-assertion”. The result of the investigation is that for the corpus of Wikipedia 27% of the information may be categorized as directly geospatially referenced and 30% of the information may be categorized as indirectly geospatially referenced. In the second part of the thesis the question is investigated in how far volunteered geographic information that is produced on mobile devices is related to the locations where it is published. For this purpose, a collection of microblogging-texts produced on mobile devices serve as research corpus. Microblogging-texts are short texts that are published via the World Wide Web. For this type of information the relationship be-tween the content of the information and their position is less obvious than e.g. for topographic information or photo descriptions. The analysis of microblogging-texts offers new possibilities for market and opinion research, the monitoring of natural events and human activities as well as for decision support in disaster management. The spatial analysis of the texts may add extra value. In fact for some of the applications the spatial analysis is a necessary condition. For this reason, the investigation of the relationship of the published contents with the locations where they are generated is of interest. Within this thesis, methods are described that support the investigation of this relationship. In the presented approach, classified Points of Interest serve as a model for the environment. For the purpose of the investigation of the correlation between these points and the microblogging-texts, manual classification and natural language processing are used in order to classify these texts according to their relevance in regard to the respective feature classes. Subsequently, it is tested whether the share of relevant texts in the proximity of objects of the tested classes is above average. The results of the investigation show that the strength of the location-content-correlation depends on the tested feature class. While for the feature classes ‘train station’, ‘airport’ and ‘restaurant’ a significant dependency of the share of relevant texts on the distance to the respective objects may be observed, this is not confirmed for objects of other feature classes, such as ‘cinema’ and ‘supermarket’. However, as prior research that describes investigations on small cartographic scale has detected correlations between space and content of microblogging-texts, it can be concluded that the strength of the correlation between space and content of microblogging-texts depends on scale and topic
Während der vergangenen zehn Jahre vollzog sich eine signifikante Veränderung des World Wide Webs, das sich zum sogenannten „Web 2.0“ entwickelte. Das wesentlichste Merkmal dieser neuen Qualität des WWW ist die Beteiligung der Nutzer bei der Erstellung der Inhalte. Diese Entwicklung fördert das Entstehen von Nutzergemeinschaften, die kollaborativ in unterschiedlichsten Projekten Informationen sammeln und veröffentlichen. Prominente Beispiele für solche Projekte sind die Online-Enzyklopädie „Wikipedia“, die Microblogging-Plattform „Twitter“, die Foto-Plattform „Flickr“ und die Sammlung topographischer Informationen „OpenStreetMap“. Nutzergenerierte Inhalte, die direkt oder indirekt raumbezogen sind, können spezifischer als „nutzergenerierte geographische Informationen“ bezeichnet werden. Der Raumbezug dieser Informationen entsteht entweder direkt durch die Angabe räumlicher Koordinaten als Metainformationen oder er kann indirekt durch die Georeferenzierung von in den Informationen enthaltenen Toponymen oder Adressen hergestellt werden. Nutzergenerierte geographische Informationen haben für die Forschung den besonderen Vorteil, dass sie einerseits häufig gänzlich ohne oder nur mit geringen Kosten verfügbar gemacht werden können und andererseits eine Vielzahl von menschlichen Entscheidungen widerspiegeln, die mit dem Raum verknüpft sind. In der vorliegenden Dissertation wird die Beziehung von Raum und Inhalt nutzergenerierter geographischer Informationen aus zwei Perspektiven untersucht. Im ersten Teil der Arbeit steht die Frage im Vordergrund, für welchen Anteil an Informationen eine Beziehung zwischen Raum und Informationsinhalt in der Art besteht, dass die Informationen im Georaum lokalisierbar sind. In diesem Zusammenhang existiert seit den 1980er Jahren die unter Nutzern von geographischen Informationssystemen weit verbreitete These, dass 80% aller Informationen einen Raumbezug haben. Diese These dient im gesamten Spektrum der Branche als Marketinginstrument, ist jedoch nicht empirisch belegt. Diese Arbeit trägt dazu bei, die bestehende Forschungslücke zu schließen. Für die Prüfung dieser These, die in der Arbeit als „Raumbezugshypothese“ bezeichnet wird, werden zwei Ansätze vorgestellt. Der erste Ansatz basiert auf der Analyse eines möglichst repräsentativen Informationskorpus, wofür die deutsche Sprachversion der Wikipedia ausgewählt wird. Diese wird als Informationsnetzwerk modelliert, indem deren Artikel als Knoten und deren interne Querverweise als Kanten eines gerichteten Graphen betrachtet werden. Mit Hilfe dieses Netzwerkes ist es möglich eine abgestufte Definition des Raumbezuges von Informationen einzuführen, indem die Entfernung jedes Artikels innerhalb des Netzwerkes zum jeweils nächstgelegenen Artikel, der mit räumlichen Koordinaten gekennzeichnet ist, berechnet wird. Parallel dazu wird ein Befragungsansatz entwickelt, bei dem Probanden die Aufgabe haben, Informationen in die Kategorien „Direkter Raumbezug“, „Indirekter Raumbezug“ und „Kein Raumbezug“ einzuordnen. Die Synthese beider Ansätze führt zu einer empirisch begründeten Zahl für die „Raumbezugsthese“. Das Ergebnis ist, dass für das Untersuchungskorpus Wikipedia 27% der Informationen als direkt raumbezogenen und 30% der Informationen als indirekt raumbezogen kategorisiert werden können. Im zweiten Teil der Arbeit wird die Forschungsfrage untersucht, inwiefern nutzergenerierte Informationen, die über mobile Geräte erzeugt werden, in Beziehung zu den Orten stehen, an denen sie veröffentlicht werden. Als Forschungskorpus dienen mobil verfasste Microblogging-Texte. Dies sind kurze Texte, die über das WWW veröffentlicht werden. Bei dieser Informationsart liegt im Gegensatz zu beispielsweise topographischen Information oder Fotobeschreibungen die Vermutung eines starken Zusammenhanges zwischen dem Inhalt der Informationen und deren Positionen nicht nahe. Die Analyse von Microblogging-Texten bietet unter anderem Potential für die Markt- und Meinungsforschung, die Beobachtung von Naturereignissen und menschlichen Aktivitäten sowie die Entscheidungsunterstützung in Katastrophenfällen. Aus der räumlichen Auswertung kann sich dabei ein Mehrwert ergeben, für einen Teil der Anwendungen ist die räumliche Auswertung sogar die notwendige Voraussetzung. Aus diesem Grund ist die Erforschung des Zusammenhanges der veröffentlichten Inhalte mit den Orten, an denen diese entstehen, von Interesse. In der Arbeit werden eine Methoden vorgestellt, mit deren Hilfe die Untersuchung dieser Korrelation am Beispiel von klassifizierten Points of Interest durchgeführt wird. Zu diesem Zweck werden die Texte mit Hilfe von manueller Klassifikation und maschineller Sprachverarbeitung entsprechend ihrer Relevanz für die getesteten Objektklassen klassifiziert. Anschließend wird geprüft, ob der Anteil der relevanten Texte in der Nähe von Objekten der getesteten Klassen überdurchschnittlich hoch ist. Die Ergebnisse der Untersuchungen zeigen, dass die Stärke der Raum-Inhalt-Korrelation von den getesteten Objektklassen abhängig ist. Während sich beispielsweise bei Bahnhöfen, Flughäfen und Restaurants eine deutliche Abhängigkeit des Anteils der relevanten Texte von der Entfernung zu den betreffenden Objekten zeigt, kann dies für andere Objektklassen, wie z.B. Kino oder Supermarkt nicht bestätigt werden. Da frühere Forschungsarbeiten bei der Analyse im kleinmaßstäbigen Bereich eine Korrelation der Informationsinhalte mit deren Entstehungsorten feststellten, kann geschlussfolgert werden, dass der Zusammenhang zwischen Raum und Inhalt bei Microblogging-Texten sowohl vom Maßstab als auch vom Thema abhängig ist
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37

Svensson, Adam, and Pär Strandberg. "Managing user generated content in marketing campaigns : A qualitative research of key features for managing marketing campaigns based on user generated content." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-35185.

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The modern media landscape presents an increasingly complex and dynamic assembly of traditional and interactive media proposing many new communicative opportunities for marketers. Contemporary marketing is implied to emphasize a paradigmatic shift from a company centric view into consumer centric view. As existing research emphasizes the understanding of interactions in online communities from the user’s perspective, there is yet a research gap concerning the contemporary relevance of managerial challenges related to user involvement in social media marketing.   The purpose of this thesis is to contribute to an enlightened managerial understanding of key components for managing marketing campaigns based on user-generated content (UGC).   The research approach was deductive; using a conceptual framework based on recognized literature on UGC, content marketing and contemporary users in social media. The paper identifies and compares key features of UGC management through case studies. Being a qualitative research, in-depth interviews were used to retrieve a profound understanding of managerial challenges and implications of facilitating UGC. Empirical data was collected from 10 marketing agencies working with UGC based marketing.   The research contributes to the research field by showing how agencies facilitate theoretical knowledge for UGC management. The study provides empirical, yet practical evidence of how many UGC campaigns are strategically developed, which could help simplify the relation between user flexibility and agency control. It could help managers to facilitate resources and engagement on determining what campaign features is most suitable for a specific campaign.
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Olivares, Ríos Ximena. "Large scale image retrieval base on user generated content." Doctoral thesis, Universitat Pompeu Fabra, 2011. http://hdl.handle.net/10803/22718.

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Los sistemas online para compartir fotos proporcionan una valiosa fuente de contenidos generado por el usuario (UGC). La mayor a de los sistemas de re- cuperaci on de im agenes Web utilizan las anotaciones textuales para rankear los resultados, sin embargo estas anotaciones no s olo ilustran el contenido visual de una imagen, sino que tambi en describen situaciones subjetivas, espaciales, temporales y sociales, que complican la tarea de b usqueda basada en palabras clave. La investigaci on en esta tesis se centra en c omo mejorar la recuperaci on de im agenes en sistemas de gran escala, es decir, la Web, combinando informaci on proporcionada por los usuarios m as el contenido visual de las im agenes. En el presente trabajo se exploran distintos tipos de UGC, tales como anotaciones de texto, anotaciones visuales, y datos de click-through, as como diversas t ecnicas para combinar esta informaci on con el objetivo de mejorar la recuperaci on de im agenes usando informaci on visual. En conclusi on, la investigaci on realizada en esta tesis se centra en la impor- tancia de incluir la informaci on visual en distintas etapas de la recuperaci on de contenido. Combinando informaci on visual con otras formas de UGC, es posible mejorar signi cativamente el rendimiento de un sistema de recuperaci on de im agenes y cambiar la experiencia del usuario en la b usqueda de contenidos multimedia en la Web.
Online photo sharing systems provide a valuable source of user generated content (UGC). Most Web image retrieval systems use textual annotations to rank the results, although these annotations do not only illustrate the visual content of an image, but also describe subjective, spatial, temporal, and social dimensions, complicating the task of keyword based search. The research in this thesis is focused on how to improve the retrieval of images in large scale context , i.e. the Web, using information provided by users combined with visual content from images. Di erent forms of UGC are explored, such as textual annotations, visual annotations, and click-through-data, as well as di erent techniques to combine these data to improve the retrieval of images using visual information. In conclusion, the research conducted in this thesis focuses on the impor- tance to include visual information into various steps of the retrieval of media content. Using visual information, in combination with various forms of UGC, can signi cantly improve the retrieval performance and alter the user experience when searching for multimedia content on the Web. 1
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Leufvén, Johan. "Integration of user generated content with an IPTV middleware." Thesis, Linköping University, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-55029.

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IPTV is a growing form of distribution for TV and media. Reports show that the market will grow from the current 20-30 million subscribers to almost 100 million 2012. IPTV extends the traditional TV viewing with new services like renting movies from your TV. It could also be seen as a bridge between the traditional broadcast approach and the new on demand approach the users are used to from internet.

Since there are many actors in the IPTV market that all deliver the same basic functionality, companies must deliver better products that separate them from the competitors. This can be done either through doing things better than the others and/or delivering functionality that others can’t deliver.

This thesis project presents the development of a prototype system for serving user generated content in the IPTV middleware Dreamgallery. The developed prototype is a fully working system that includes (1) a fully automated system for transcoding, of video content. (2) A web portal presented with solutions for problems related to user content uploading and administration. (3) Seamless integration with the Dreamgallery middleware and end user GUI, with two different ways of viewing content. One way for easy exploration of new content and a second more structured way of browsing the content.

A study of three open source encoding softwares is also presented. The three encoders were subjects to tests of: speed, agility (file format support) and how well they handle files with corrupted data.

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Chen, Lu. "Mining and Analyzing Subjective Experiences in User Generated Content." Wright State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=wright1472164969.

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Meguebli, Youssef. "Leveraging User-Generated Content for Enhancing and Personalizing News Recommendation." Thesis, CentraleSupélec, 2015. http://www.theses.fr/2015SUPL0007/document.

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La motivation principale de cette thèse est de proposer un système de recommandation personnalisé pour les plateformes d’informations. Pour cela, nous avons démontré que les opinions peuvent constituer un descripteur efficace pour améliorer la qualité de la recommandation. Au cours de cette thèse, nous avons abordé ce problème en proposant trois contributions principales. Tout d’abord, nous avons proposé un modèle de profil qui décrit avec précision les intérêts des utilisateurs ainsi que le contenu des articles de presse. Le modèle de profil proposé repose sur trois éléments : les entités nommées, les aspects et les sentiments. Nous avons testé notre modèle de profil sur les trois applications différentes que sont l’identification des orientations politiques des utilisateurs, la recommandation personnalisée des articles de presse et enfin la diversification de la liste des articles recommandés. Deuxièmement, nous avons proposé une approche de classement des opinions permettant de filtrer et sélectionner seulement les opinions pertinentes. Pour cela, nous avons utilisé une variation de la technique de PageRank pour définir le score de chaque opinion. Les résultats montrent que notre approche surpasse deux approches récemment proposées pour le classement des opinions. Troisièmement, nous avons étudié différentes façons d’enrichir le contenu des articles de presse par les opinions : par toutes les opinions, par seulement le topk des opinions, et enfin par un ensemble d’opinions diversifiées. Les résultats montrent que l’enrichissement des contenus des articles de presse
In this thesis, we have investigated how to exploit user-generated-content for personalized news recommendation purpose. The intuition behind this line of research is that the opinions provided by users, on news websites, represent a strong indicator about their profiles. We have addressed this problem by proposing three main contributions. Firstly, we have proposed a profile model that accurately describes both users’ interests and news article contents. The profile model was tested on three different applications ranging from identifying the political orientation of users to the context of news recommendation and the diversification of the list of recommended news articles. Results show that our profile model give much better results compared to state-of-the-art models. Secondly, we have investigated the problem of noise on opinions and how we can retrieve only relevant opinions in response to a given query.The proposed opinion ranking strategy is based on users’ debates features. We have used a variation of PageRank technique to define the score of each opinion. Results show that our approach outperforms two recent proposed opinions ranking strategies, particularly for controversial topics. Thirdly, we have investigated different ways of leveraging opinions on news article contents including all opinions, topk opinions based on opinion ranking strategy, and a set of diverse opinion. To extract a list of diverse opinions, we have employed a variation of an existing opinion diversification model. Results show that diverse opinions give the best performance over other leveraging strategies
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Celen, Mustafa, and Maximiliano Rojas. "Value Creation From User Generated Content for Smart Tourism Destinations." Thesis, Högskolan Dalarna, Mikrodataanalys, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:du-34430.

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This paper aims to show how User Generated Content can create value for Smart Tourism Destinations. Applying the analysis on 5 different cases in the region of Stockholm to derive patterns and opportunities of value creation generated by UGC in tourism. Findings of this paper is also discussed in terms of improving decision making, possibilities of new business models and importance of technological improvements on STD’s. Finally, thoughts on models are presented for researchers and practitioners that might be interested in exploitation of UGC in the context of information-intensive industries and mainly in Tourism.
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Hauthal, Eva. "Detection, Modelling and Visualisation of Georeferenced Emotions from User-Generated Content." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2015. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-163847.

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In recent years emotion-related applications like smartphone apps that document and analyse the emotions of the user, have become very popular. But research also can deal with human emotions in a very technology-driven approach. Thus space-related emotions are of interest as well which can be visualised cartographically and can be captured in different ways. The research project of this dissertation deals with the extraction of georeferenced emotions from the written language in the metadata of Flickr and Panoramio photos, thus from user-generated content, as well as with their modelling and visualisation. Motivation is the integration of an emotional component into location-based services for tourism since only factual information is considered thus far although places have an emotional impact. The metadata of those user-generated photos contain descriptions of the place that is depicted within the respective picture. The words used have affective connotations which are determined with the help of emotional word lists. The emotion that is associated with the particular word in the word list is described on the basis of the two dimensions ‘valence’ and ‘arousal’. Together with the coordinates of the respective photo, the extracted emotion forms a georeferenced emotion. The algorithm that was developed for the extraction of these emotions applies different approaches from the field of computer linguistics and considers grammatical special cases like the amplification or negation of words. The algorithm was applied to a dataset of Flickr and Panoramio photos of Dresden (Germany). The results are an emotional characterisation of space which makes it possible to assess and investigate specific features of georeferenced emotions. These features are especially related to the temporal dependence and the temporal reference of emotions on one hand; on the other hand collectively and individually perceived emotions have to be distinguished. As a consequence, a place does not necessarily have to be connected with merely one emotion but possibly also with several. The analysis was carried out with the help of different cartographic visualisations. The temporal occurrence of georeferenced emotions was examined detailed. Hence the dissertation focuses on fundamental research into the extraction of space-related emotions from georeferenced user-generated content as well as their visualisation. However as an outlook, further research questions and core themes are identified which arose during the investigations. This shows that this subject is far from being exhausted
In den letzten Jahren sind emotionsbezogene Anwendungen, wie Apps, die die Emotionen des Nutzers dokumentieren und analysieren, sehr populär geworden. Ebenfalls in der Forschung sind Emotionen in einem sehr technologiegetriebenen Ansatz ein Thema. So auch ortsbezogene Emotionen, die sich somit kartographisch darstellen lassen und auf verschiedene Art und Weisen gewonnen werden können. Das Forschungsvorhaben der Dissertation befasst sich mit der Extraktion von georeferenzierten Emotionen aus geschriebener Sprache unter Verwendung von Metadaten verorteter Flickr- und Panoramio-Fotos, d.h. aus nutzergenerierten Inhalten, sowie deren Modellierung und Visualisierung. Motivation hierfür ist die Einbindung einer emotionalen Komponente in ortsbasierte touristische Dienste, da diese bisher nur faktische Informationen berücksichtigen, obwohl Orte durchaus eine emotionale Wirkung haben. Die Metadaten dieser nutzergenerierten Inhalte stellen Beschreibungen des auf dem Foto festgehaltenen Ortes dar. Die dafür verwendeten Wörter besitzen affektive Konnotationen, welche mit Hilfe emotionaler Wortlisten ermittelt werden. Die Emotion, die mit dem jeweiligen Wort in der Wortliste assoziiert wird, wird anhand der zwei Dimensionen Valenz und Erregung beschrieben. Die extrahierten Emotionen bilden zusammen mit der geographischen Koordinate des jeweiligen Fotos eine georeferenzierte Emotion. Der zur Extraktion dieser Emotionen entwickelte Algorithmus bringt verschiedene Ansätze aus dem Bereich der Computerlinguistik zum Einsatz und berücksichtigt ebenso grammatikalische Sonderfälle, wie Intensivierung oder Negation von Wörtern. Der Algorithmus wurde auf einen Datensatz von Flickr- und Panoramio-Fotos von Dresden angewendet. Die Ergebnisse stellen eine emotionale Raumcharakterisierung dar und ermöglichen es, spezifische Eigenschaften verorteter Emotionen festzustellen und zu untersuchen. Diese Eigenschaften beziehen sich sowohl auf die zeitliche Abhängigkeit und den zeitlichen Bezug von Emotionen, als auch darauf, dass zwischen kollektiv und individuell wahrgenommenen Emotionen unterschieden werden muss. Das bedeutet, dass ein Ort nicht nur mit einer Emotion verbunden sein muss, sondern möglicherweise auch mit mehreren. Die Auswertung erfolgte mithilfe verschiedener kartographischer Visualisierungen. Eingehender wurde das zeitliche Auftreten der ortsbezogenen Emotionen untersucht. Der Fokus der Dissertation liegt somit auf der Grundlagenforschung zur Extraktion verorteter Emotionen aus georeferenzierten nutzergenerierten Inhalten sowie deren Visualisierung. Im Ausblick werden jedoch weitere Fragestellungen und Schwerpunkte genannt, die sich im Laufe der Untersuchungen ergeben haben, womit gezeigt wird, dass dieses Forschungsgebiet bei Weitem noch nicht ausgeschöpft ist
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44

Wang, David Chin-Fei. "Alight : enriching bus rides with user-generated, location-based audio content." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/117830.

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Thesis: M.C.P., Massachusetts Institute of Technology, Department of Urban Studies and Planning, 2018.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 101-107).
The advent of mobile data, social networks, and sharing economies have disrupted the way we experience place. Whereas many projects of placemaking have focused on a top-down, centralized discourse of landmark-making, I propose that the digital tools available to city planners, urban travelers, and business people allow for a decentralized digital space in which placemaking can rapidly occur. In this maker-thesis, I have built a mobile app, Alight, which delivers location-specific audio narration to riders of the MBTA's public bus system. Assembling a team and working iteratively over the course of six months, I have documented how the product was developed and the user responses to elucidate the practice of distributed, digital place-making. Analyzing the responses from these users, I show that using Alight to enhance the experience of a bus ride reveals strong parallels to physical placemaking of event-places. The Alight app demonstrates important new directions for the practice of urban placemaking. It illustrates how digital tools have become so accessible that planners and designers would be remiss to not begin to leverage the influence they have. The low marginal cost of implementation also provides a new platform through which economic development can happen along transit lines in areas between transit nodes that are not typically frequented. The app's user-generated content functionality also provides a platform for often underrepresented voices to share their stories of place, history, and community with riders of transit. This maker-thesis should always be read and used with the app in-hand. This written document only represents half of the output of an ongoing project that will continue to grow. The app can be downloaded on the Google Play Store.
by David Chin-Fei Wang.
M.C.P.
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45

Zifla, Ermira. "Three Essays on Social and Economic Effects of User-Generated Content." Diss., Temple University Libraries, 2018. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/509966.

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Business Administration/Management Information Systems
D.B.A.
In this dissertation, I investigate how online social interactions and user-generated content affect sellers and consumers in online platforms. I conduct three empirical studies to understand the effect of user-generated content in three different types of online platforms: (1) an e-commerce marketplace, (2) an online reviews platform, and (3) an online health community. In study one, I examine how social features (e.g., following others, sharing others’ products) within an electronic commerce marketplace affect status and sales for sellers. This essay contributes to the literature on electronic commerce by deepening the understanding of online social processes among sellers. In study two, I explore how humorous appropriation of an online review platform affects purchase intention and consumer engagement. Utilizing both controlled experiments and analysis of real-world reviews, I demonstrate that humorous appropriation attenuates the effect of review valence on purchase intentions and increases consumer engagement. In study three, I investigate how community ratings are related to patient treatment evaluations and compliance in an online health community. I find that community ratings are positively associated with treatment evaluations and compliance. Moreover, I find that community size and ratings variance moderate the effect of community ratings on treatment evaluations and compliance. Taken together, these essays contribute to the literature on Information Systems by augmenting the understanding of the effects of different types of user-generated content on social (status, engagement, and evaluations) and economic outcomes (purchase intentions and sales). The studies also offer insights for strategic decisions regarding user-generated content in online platforms.
Temple University--Theses
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46

Moody, Kyle Andrew. "Modders : changing the game through user-generated content and online communities." Diss., University of Iowa, 2014. https://ir.uiowa.edu/etd/4701.

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The influx of new digital media technologies and platforms have made it possible for consumers of media products to more easily create and distribute their own works, which breaks away from the traditional production of culture of media by established, professional creators. Consequently, there has been a rise in the immaterial labor of digital media creators, as well as a formation of online communities of disparately connected users through commonly held interests. Within the medium of video games, this convergence between user and producer of content, the tension between control and innovation of media content and form, online communities and immaterial labor is most clearly seen in the practice of modding, here defined as using legally authorized software to modify video game content. Modding for computer games has been occurring since the early 1990s, and has grown considerably due to the expansion of the internet's capabilities for connecting people and distributing large bands of data. In 2012, Skyrim developers Bethesda Softworks released a free software development tool called the Creation Kit. The Creation Kit allowed computer users to modify the game content, at which point the user could publically release their mods through the authorized Steam Workshop Channel. The Creation Kit was distributed via Steam, an electronic digital games store operated by Valve Corporation, Inc. Because Bethesda required users to play Skyrim through Steam, the Steam Workshop Channel was intended to be the primary distribution and gathering location of the modding community for Skyrim. However, most existing modders already had many previously established third-party modding databases and websites for distribution, which meant that the Steam Workshop Channel was a new and forced entry into the modding community. Using a combination of ethnographic methods (participant observation and interviews) and textual analysis of message board data, and in research gathered between September 2013 and January 2014, this dissertation explores the community dynamics of the modders on the Steam Workshop Channel for Skyrim to help locate the identity politics of the community, as well as navigating the tension between innovation and control within the community. It also explores how a digital media producer attempts to control a space of fan-made production, and what that means for the existing community. I participated and observed conversations on modding community dynamics in specific forums on the Steam Community Workshop for Skyrim. There, I gathered textual data from a diverse sample of conversations located on discussion boards and a diverse set of mods ranging in user-defined ratings (high-rated to low-rated) to highlight the conversational dynamics and implicit and explicit structuring of the community. I gathered materials from over 403 relevant conversation threads on the Steam Community Workshop for Skyrim. I also conducted telephone, web and email interviews with a purposive sample group of 15 modders based on their ranking in the community in order to gather their personal motivations for participating in the group and perceptions of norms, rituals and values in the group. Results indicate that modding communities are hierarchized by historically locating the user within the practice, as well as through extensive technical knowledge and frequency of communication. Heavy users and mod creators separate themselves from "non-modders" or mod users through these practices, defining their identities through discourse and the values of creation. The Steam Workshop Channel was a collision between mod creators and non-modder users, sometimes with clashing ideologies that dissuaded heavier users from fully embracing the Steam Workshop. This study illustrates how Bethesda and Valve were perceived by existing modders, and suggests that companies need to pay attention to how historically located communities of users respond to the actions, policies, membership, and moderation of professional media consumers.
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47

Hecht, Brent Jaron. "The Mining and Application of Diverse Cultural Perspectives in User-Generated Content." Thesis, Northwestern University, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3556613.

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Wikipedia articles, tweets, and other forms of user-generated content (UGC) play an essential role in the experience of the average Web user. Outside the public eye, UGC has become equally indispensable as a source of world knowledge for systems and algorithms that help us make sense of big data. In this thesis, we demonstrate that UGC reflects the cultural diversity of its contributors to a previously unidentified extent, and that this diversity has important implications for Web users and existing UGC-based technologies. Focusing on Wikipedia, Flickr, and Twitter, we show how UGC diversity can be extracted and measured using techniques from artificial intelligence and geographic information science. Finally, through two novel applications—Omnipedia and Atlasify—we highlight the exciting potential for a new class of technologies enabled by the ability to harvest diverse perspectives from UGC.

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48

Nassif, Henry Michel. "Learning sentiment and semantic relatedness in user generated content using neural models." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/105969.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 113-124).
Online review platforms and discussion forums are filled with insights that are critical to unlocking the value in user-generated content. In this thesis, we investigate two major Natural Language Processing (NLP) research areas: Aspect-Based Sentiment Analysis (ABSA) and Community Question Answering (cQA) ranking problems, for the purposes of harnessing and understanding the sentiment and semantics expressed in review platforms and discussion forums. Riding on the recent trends of deep learning, this work applies neural networks to solve these tasks. We design neuralbased models including Convolutional Neural Networks (CNNs) and Long Short-Term Memory Networks (LSTMs) to capture the semantic and sentiment information. Aspect Based Sentiment Analysis is concerned with predicting the aspect categories mentioned in a sentence and the sentiments associated with each aspect category. We refer to these tasks as Aspect Category Detection and Aspect category Sentiment Prediction, respectively. We present a neural-based model with convolutional layers and Multi-Layer Perceptron (MLP) to address these tasks. The model uses the word vector representations generated using word2vec and computes the convolutional vectors of the user-generated reviews. These vectors are then employed to predict the aspect categories and their corresponding sentiments. We evaluate the performance of our ABSA models on a restaurant review dataset and show that our results on the aspect category detection task and aspect category sentiment prediction task outperform the baselines. The Community Question Answering system is concerned with automatically finding the related questions in an existing set of questions, and finding the relevant answers to a new question. We address these ranking problems, which we respectively refer to as similar-Question Retrieval and Answer Selection. We present a neural-based model with stacked bidirectional LSTMs and MLP to address these tasks. The model generates the vector representations of the question-question or question-answer pairs and computes their semantic similarity scores. These scores are then used to rank and predict relevancies. Extensive experiments demonstrate that our cQA models for the question retrieval and answer selection tasks outperform the baselines if enough training data is available.
by Henry Michel Nassif.
M. Eng.
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49

Chen, Zhiyang. "An examination of user generated content value on culturally based consumer groups." Thesis, Kansas State University, 2013. http://hdl.handle.net/2097/15779.

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Master of Science
Department of Journalism and Mass Communications
Thomas Gould
The consumer value of user generated content was investigated between culture groups. Two groups of survey participants and three groups of interview respondents were utilized to identify the culture value’s influence on people’s reliance and preference in consumption-related UGC information. The behavior pattern of Chinese students and American students on UGC were identified and connected with dimensions of culture value. Some difference in preference and attitude between Chinese users and American users were found in this research. Power distance, individualism, and uncertainty avoidance are considered important cultural factors that influence the consumer-value of UGC in each culture group. Several potential areas for future quantitative and qualitative study as well as suggestions for UGC platform providers were also identified.
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50

Tan, Enhua. "Spam Analysis and Detection for User Generated Content in Online Social Networks." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1365520334.

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