Search results for "The Internet"
showing 10 items of 647 documents
Search Interfaces and Learning about Controversial Topics
2019
Search engine results pages (SERPs) are a frequent gateway to Internet content. Prior research has extensively documented strong effects of SERPs (e.g. rank order or the spatial distribution of the results) on users' attention to and selection of particular Web pages [1,2]. In the context of Web search, a common user behavior is the 'top link' or 'Google trust' heuristic, that is, the inspection and selection of only the first few search results presented by the search engine, without evaluating all other search results available. This heuristic behavior allows users to find information in an efficient way, as search engines tend to provide relevant documents on top of the list, especially …
Semantic Annotation and Retrieval of Services in the Cloud
2013
Recently, the economy has taken a downturn, which has forced many companies to reduce their costs in IT. This fact has, conversely, benefited the adoption of innovative computing models such as cloud computing, which allow businesses to reduce their fixed IT costs through outsourcing. As the number of cloud services available on the Internet grows, it is more and more difficult for companies to find those that can meet their needs. Under these circumstances, enabling a semantically-enriched search engine for cloud solutions can be a major breakthrough. In this paper, we present a fully-fledged platform based on semantics that (1) assist in generating a semantic description of cloud services…
Prank – gdzie przebiega gra-nica internetowej rozgrywki?
2019
Artykuł podejmuje temat pranku – gry, która podbija obecnie internet, a dokładnie przestrzeń wideoblogów, gdzie realizuje się z największym rozmachem. Celem tekstu jest zdefiniowanie pojęcia pranku przede wszystkim w odwołaniu do jego przedstawień w wideoblogach. Istotną część wywodu stanowi ukazanie przebiegu pranków uznanych za najbardziej ekstremalne – pozorujące śmierć, wypadek, ciążę, odurzenie itp. Całość rozważań zmierza do odpowiedzi na pytania: czy można wyznaczyć granice owej gry? Czy grających obowiązują jakiekolwiek normy i ograniczenia? I wreszcie – jakie są lub mogą być niepożądane skutki tej rozgrywki?
Guest Editors' Introduction: Multimedia Metadata and Semantic Management
2009
This special issue assesses the current status and technologies and describes major challenges and proper solutions for effective multimedia production and management related to evolving Semantic Web strategies. The included articles, which cover different facets of the semantic management of multimedia and multimedia metadata from retrieval and processing to consumption and presentation, represent a step forward in research targeted at improving aspects of the semantic metadata life cycle.
Towards a methodology for semantic and context-aware mobile learning
2013
International audience; Internet and mobile devices open the way towards mobile learning (m-learning), offering new opportunities to extend learning beyond the traditional teacher-led classroom. M-learning is not only any form of teaching or studying that takes place when the user interacts with a mobile device. It is more than just using a mobile device to access resources and communicate with others. It should take account of the constant mobile situation of the learner. The challenge here is to exploit this continually changing situation with a system that can dynamically recognize and adapt educational resources and services to the "context" in which the learner operates (localization, …
How Good Is This Page? Benefits and Limits of Prompting on Adolescents’ Evaluation of Web Information Quality
2019
International audience; The present study examined adolescents' detection of features that affect the quality of Web information. In Experiment 1, participants (12-16 years old) rated the goodness/usefulness of four Web-like documents for a simulated study assignment. Each document came with an issue that potentially undermined its quality. Two documents had source-related issues (i.e., non-competent author, outdated) and two had content-related issues (i.e., topic mismatch, poor readability). Most students failed to notice the issues, including topic mismatch. The participants also produced inconsistent evaluations of topic-match, readability, author competence and currency. In Experiment …
Agresiones entre Adolescentes a través del Teléfono Móvil y de Internet
2012
El objetivo del presente estudio fue analizar la prevalencia de agresores adolescentes (cyberbullies) a través de las nuevas tecnologías de la información y de la comunicación (Internet y teléfono móvil). También, se examinaron las diferencias de género y de curso según el tipo de agresiones tecnológicas realizadas por el adolescente. La muestra estuvo formada por 1390 adolescentes de edades comprendidas entre los 12 y los 17 años. Los resultados indicaron que casi un tercio de los adolescentes han agredido a sus iguales a través de las nuevas tecnologías en el último año. En cuanto a la duración e intensidad del acoso cibernético, se observó que éste ocurre, mayoritariamente, durante menos…
About the Horrific Peril of Reading on Digital Devices
2015
Abstract Reading on digital devices has become a widely debated issue in mass media and academia. The dawn and consolidation of digital technology have made possible new devices for reading. In the Internet era, reading is not just a matter of books and paper. This loss of exclusiveness has generated different anxieties in many intellectuals, researchers, journalists, editors, and publishers related to the printing environment. An analysis of such uneasiness can provide clues about the hidden interests and misunderstandings implied in their arguments. Revealing anxious claims about digital devices can enlighten us about the multiple factors and interests involved in the act of reading.
Facilitation of goal-setting and follow-up in an internet intervention for health and wellness
2010
Chronic work-related stress and insufficient recovery from workload can gradually lead to problems with mental and physical health. Resources in healthcare are limited especially for preventive treatment, but low-cost support can be provided by Internet-based behavior change interventions. This paper describes the design of an Internet intervention which supports working-age people in managing and preventing stress-related health and wellness problems. The intervention is designed for early prevention and aims to motivate individuals to take responsibility for their own well-being. It allows them to choose the approach to take to address personally significant issues, while guiding them thr…
Positive Technologies for Improving Health and Well-Being
2017
In the last 20 years there have been two important developments of great importance to the field of psychological treatments. On the one hand, this meant the movement of positive psychology, and on the other, the introduction of information and communication technologies (ICT) to improve the daily clinical practice. In this paper a new field of study that attempts to strengthen ties and build bridges between them is introduced: Positive Technologies. This perspective seeks to promote the use of technology to foster personal growth and the development of human virtues and strengths, thus contributing to social and cultural development. In this chapter, we present four positive technologies: …