The Politics of Social Networks
In: Statsvetenskaplig tidskrift, Band 105, Heft 1, S. 74-79
ISSN: 0039-0747
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In: Statsvetenskaplig tidskrift, Band 105, Heft 1, S. 74-79
ISSN: 0039-0747
In: Statsvetenskaplig tidskrift, Band 105, Heft 1, S. 70-74
ISSN: 0039-0747
-Sustainable landscapes require evidence-based knowledge about multiple goods, services and values, as well as integrated place-based collaboration among actors and stakeholders at multiple levels. -EUROSCAPES is an international network of researchers, journalists and practitioners that supports sharing of knowledge about how to maintain and develop sustainable landscapes. --Euro. is about the diversity of places in the European continent's East and West - from the Ural Mountains and Caucasus to the Atlantic Ocean. --.scapes links to the word landscape, which has biophysical, anthropogenic and perceived dimensions. -EUROSCAPES gathers and communicates knowledge using three series of publications: --EUROSCAPES News with short texts and illustrations that can be used by journalists. --EUROSCAPES Communication with popular summaries of peer-reviewed publications and reports. --EUROSCAPES Report with longer peer-reviewed comprehensive text. -EUROSCAPES uses the web site www.euroscapes.org to disseminate these publication series using five themes: People, Places, Practices, Projects, and Publications.
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In: Chakiñan: revista de ciencias sociales y humanidades, Heft 19, S. 57-70
ISSN: 2550-6722
La proliferación de la tecnología en la educación ha fomentado el desarrollo de las competencias digitales de los profesores universitarios, situación que resulta necesaria por las exigencias actuales del entorno social. El presente trabajo investigativo tuvo como objetivo evaluar el nivel de competencias digitales que tienen los profesores en carreras universitarias online de la Facultad de Filosofía, Letras y Ciencias de la Educación de la Universidad Técnica de Manabí (UTM). Para alcanzar el propósito de la investigación se adoptó un enfoque cuantitativo y se asumió una muestra de estudio de 60 docentes y 327 estudiantes, y se aplicó un cuestionario de preguntas estructuradas a los docentes para obtener resultados que fueron contrastados con la opinión de los estudiantes. Los resultados revelan que los docentes tienen un nivel adecuado de competencias digitales pues se destacan en todas las dimensiones evaluadas. Se concluye que, aunque la evaluación obtuvo un alto porcentaje, la misma es superior a los encontrados en otros entornos, se necesita de la aplicación de otros instrumentos para obtener mayor proximidad a la realidad, es necesario resaltar que cada universidad tiene sus propias características.
Erscheinungsjahre: 2013-2015 (elektronisch)
Erscheinungsjahre: 2017-2019 (elektronisch)
Erscheinungsjahre: 2017-2019 (elektronisch)
Erscheinungsjahre: 2015-2019 (elektronisch)
Erscheinungsjahre: 2012-2015 (elektronisch)
One of the most popular video game genre nowadays is Multiplayer Online Battle Arena (MOBA). This genre has become the one genre to go in a multiplayer and competitive setting. This study aims to answer what makes this genre become so popular compared to another genre. The quantitative approach was used to gather a consensus of respondents that will give insight to the population's condition. By using Both DeLone & McLean and UTAUT2 model, it was found that the factors that influence MOBA popularity are Information Quality, Service Quality, Habit, Hedonic Motivation and Social Motivation. These findings show that MOBA usage are still very much influenced by social factor rather than mechanic aspect of video game. Index Terms—MOBA; DeLone & McLean; UTAUT2 ; One of the most popular video game genre nowadays is Multiplayer Online Battle Arena (MOBA). This genre has become the one genre to go in a multiplayer and competitive setting. This study aims to answer what makes this genre become so popular compared to another genre. The quantitative approach was used to gather a consensus of respondents that will give insight to the population's condition. By using Both DeLone & McLean and UTAUT2 model, it was found that the factors that influence MOBA popularity are Information Quality, Service Quality, Habit, Hedonic Motivation and Social Motivation. These findings show that MOBA usage are still very much influenced by social factor rather than mechanic aspect of video game. Index Terms—MOBA; DeLone & McLean; UTAUT2
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This article investigates the relationship between director networks and earnings quality in Malaysia. Using data on 4,416 individual directors who served on the boards of 745 firms listed on Bursa, Malaysia during 2011, we map the entire network of directors and generate measures to reflect the size and quality of information within the network. We find a negative and significant relationship between the overall connectedness of a director's network and the firm's earnings quality. In addition, we find a negative and significant relationship between the political connectedness of the director's network and earnings quality. Our results are robust for different measures of earnings quality.
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The growth of online s in Indonesia is fast and is in great demand by many people from children to adults. Online s are very popular because of the PVP system (player vs. player) that let players can fight each other online. PVP s make their customers more competitive and makes players to play more intensively in order to get a higher level or ranking than other player. Playing intensively has an effect on the aggressiveness of players so that behavior makes it less respectful to other player such as issuing invective words to other players. Online s also have systems that are not suitable for kids such as microtransaction and gacha systems. this resulted in kids making transactions without the knowledge of their parents even spending up to tens millions rupiah. not to mention the gacha system, which is the purchase of items at. therefore the author wants to build a application with cooperative principles as a that deserves to be played by kids. In making this Astan Eva application using the MDLC method (Multimedia Development Life Cycle). MDLC has stages by Concept, Design, Material Collecting, Assembly, Testing, and Distribution. ; Perkembangan game online di Indonesia sangat pesat dan sangat diminati oleh banyak kalangan dari anak-anak sampai dewasa. Game online sangat digemari karena adanya sistem PVP(player vs player) dimana pemain bisa melawan pemain lain secara online. Game PVP membuat para pemainya menjadi lebih kompetitif yang memaksa pemain bermain lebih intensif agar mendapatkan level atau peringkat lebih tinggi. intensif bermain berpengaruh pada agresivitas pemain sehingga membuat perilaku kurang menghargai sesama pemain seperti mengeluarkan kata-kata makian kepada pemain lain. online juga memiliki sistem yang tidak cocok untuk anak kecil seperti adanya microtransaction dan sistem gacha. hal tersebut berakibatkan banyak anak melakukan transaksi tanpa sepengetahuan orang tuanya bahkan menghabiskan sampai puluhan juta rupiah. belum lagi sistem gacha yaitu pembelian item secara acak dimana penggunanya belum tentu mendapatkan item yang diinginkan. oleh karena itu penulis ingin membangun aplikasi game dengan prinsip kooperatif yang pantas dimainkan anak-anak. Dalam pembuatan aplikasi game "Astam Eva" ini menggunakan metode MDLC(Multimedia Development Life Cycle). MDLC sendiri memiliki tahapan-tahapan yaitu Concept, Design, Material Collecting, Assembly, Testing, dan Distribution
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Erscheinungsjahre: 2015- (elektronisch)
In: Chakiñan: revista de ciencias sociales y humanidades, Heft 21, S. 20-33
ISSN: 2550-6722
Cada hablante posee características lingüísticas particulares condicionadas por las circunstancias de contacto. En la lingüística forense, lingüística aplicada y lingüística de corpus se considera que una regularidad puede ser reconocida como un modus operandi específico y este suele corresponder a comunidades que comparten un mismo fin, con sujetos igualmente precisos, mediante determinadas estrategias lingüísticas. En este artículo se realiza un acercamiento a un perfil lingüístico, correspondiente a potenciales agresores sexuales de infantes, con el fin de obtener un comportamiento lingüístico constante que posteriormente permita reconocerlo en conversaciones online. La metodología empleada en este estudio es empírica, basada en el análisis de lenguaje natural que propone la lingüística de corpus de Rayson. Mediante ella, se analiza el comportamiento lingüístico en la comunicación textual vía online extraído de un corpus (con un procesamiento previo), constituido de cinco conversaciones, en las cuales se estableció la frecuencia léxica para generar diecisiete módulos temáticos. Finalmente, se encontró regularidad en las primeras siete intervenciones, lo que señala un comportamiento lingüístico específico: un perfil lingüístico que podría guiar a un reconocimiento oportuno de las identidades online que representan un peligro para las infancias.