Wereldwijd onderzoek: Hoe gebruiken nieuwsmedia social media? Jongeren lezen geen krant meer, ze kijken op hun smartphone die ze altijd bij de hand hebben. Binnen het lectoraat social media en reputatiemanagement van NHL hogeschool te Leeuwarden heeft een groep internationale studenten in 12 landen onderzoek gedaan. Hierbij hebben ze meer dan 150 social media sites bestudeerd van nieuws media. De resultaten maken deel uit van een internationaal onderzoek van NHL Hogeschool en Haaga Helia University. De onderzoeksvraag was: Wat speelt zich af in de nieuwsmedia? Persbureaus kunnen het overzicht gebruiken om hun social media te optimaliseren. En voor ieder die journalistiek een warm hart toedraagt is het interessante informatie over de nieuwsmedia in een overgangssituatie (2nd edition)
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Als relatief nieuw begrip in de context van e-learning krijgt ‘mobile learning’ steeds meer aandacht, wat ten dele kan worden verklaard door de ontwikkeling en verspreiding van mobiele technologie. Als we de pleitbezorgers van ‘mobile learning’ moeten geloven, dan wordt deze vorm van leren belangrijker en is het denkbaar dat sommige leerprocessen in de toekomst volledig op die wijze vormgegeven zullen worden. Probleem is dat een eenduidige definitie van ‘mobile learning’ nog altijd ontbreekt, dat er meningsverschillen zijn over de technologie die tot het domein van ‘mobile learning’ behoort, en dat er betrekkelijk weinig resultaten zijn van succesvolle inzet van mobiele technologie in leerprocessen. Daarbij wordt onder succesvol verstaan dat het heeft bijgedragen aan de effectiviteit van het leren, en daarmee aan een beter leerresultaat en een efficiënter leerproces, waarbij onder het laatste verstaan wordt dat het maximale leereffect wordt bereikt met een beperkte inzet van mensen en middelen. Deze notitie beoogt enige duidelijkheid te scheppen in de definitiekwestie en in de visies op leren die een rol spelen bij ‘mobile learning’. Vanuit dat perspectief wordt vervolgens ingegaan op kenmerken van mobiele technologie en ontwikkelingen die daarin verwacht worden. Aansluitend wordt er dieper ingegaan op leerprocessen en de rol die mobiele technologie daarin zou kunnen vervullen, waarna de notitie wordt afgesloten met een kijkkader om de mogelijke inzet en betekenis van ‘mobile learning’ in onderwijssituaties te kunnen duiden en beoordelen.
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The paper investigates the use of mobile tools by museums in order to provide mobile access to their permanent collections and special exhibitions. In fact, it deals with the wider topic of how museums tackle the complex issue of communicating with their present and potential audience using modern (i.e., mobile in this case) technologies. The paper presents and discusses the results of a survey that was proposed to Dutch and Flemish museums mainly dealing with modern and contemporary art or with science and technology. We tried to derive some trends and best practices in order to identify a good way to provide an engaging (mobile) experience to museum visitors. These results, although not always stirring in terms of answer percentages and of what most museums seem to be doing with new media, do show a clear interest towards mobile technologies and openness to innovation in the Dutch cultural sector.
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Information and communications technologies (ICTs) in human services are on the rise and raise concerns about their place and impact on the daily activities of professionals and clients. This article describes a study in which a social mobile application was developed for job coaches and employees and implemented in a pilot phase. The aim of the mobile application was to provide a better communication between employees and their job coaches and to provide more up-to-date information about the organization. The application consisted of a personal web environment and app with vacancies, personal news, events, tips, and promotions. A qualitative methodology was used in the form of focus groups and in-depth interviews. The results of this study show that the participants are partly positive about the social mobile application. It can be concluded that the use of mobile technologies can be beneficial in a range of human services practice settings for both professionals and clients and, therefore, requires more attention from the academic field to focus on this relatively new but promising theme.
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Als een bank beweert de bank van sportend Nederland te zijn, dan moeten zij dit ook waarmaken. Al sinds enkele jaren loopt Rabobank voorop binnen de sportwereld met de website Rabosport.nl. Daar richten zij zich voornamelijk op de sporten wielrennen, hockey en paardensport. Maar Rabobank is niet alleen online actief bezig met het vergroten van de zichtbaarheid voor haar sporten, ook mobiel timmeren zij aan de weg. Omdat drie centrale sporten van de bank hun evenementen vooral in de zomer plaatshebben. Ook in de winter wil Rabosport dicht bij de Nederlandse atleten blijven. In navolging op de succesvolle Rabo iTour App van afgelopen zomer, die ruim 80.000 keer werd gedownload, introduceert Rabobank een app voor de Olympische winterspelen. Met de Rabo Sport App kunnen sportliefhebbers de prestaties van alle Nederlandse deelnemers aan de Olympische Spelen van Vancouver op de voet volgen. Na elke rit (schaatsen), run (bobsleeën en snowboarden) of heat (shorttrack) kunnen liefhebbers de tijden bekijken, ongeacht waar zij zich bevinden.
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BACKGROUND: The number of mobile apps that support smoking cessation is growing, indicating the potential of the mobile phone as a means to support cessation. Knowledge about the potential end users for cessation apps results in suggestions to target potential user groups in a dissemination strategy, leading to a possible increase in the satisfaction and adherence of cessation apps.OBJECTIVE: This study aimed to characterize potential end users for a specific mobile health (mHealth) smoking cessation app.METHODS: A quantitative study was conducted among 955 Dutch smokers and ex-smokers. The respondents were primarily recruited from addiction care facilities and hospitals through Web-based media via websites and forums. The respondents were surveyed on their demographics, smoking behavior, and personal innovativeness. The intention to use and the attitude toward a cessation app were determined on a 5-point Likert scale. To study the association between the characteristics and intention to use and attitude, univariate and multivariate ordinal logistic regression analyses were performed.RESULTS: The multivariate ordinal logistic regression showed that the number of previous quit attempts (odds ratio [OR] 4.1, 95% CI 2.4-7.0, and OR 3.5, 95% CI 2.0-5.9) and the score on the Fagerstrom Test of Nicotine Dependence (OR 0.8, 95% CI 0.8-0.9, and OR 0.8, 95% CI 0.8-0.9) positively correlates with the intention to use a cessation app and the attitude toward cessation apps, respectively. Personal innovativeness also positively correlates with the intention to use (OR 0.3, 95% CI 0.2-0.4) and the attitude towards (OR 0.2, 95% CI 0.1-0.4) a cessation app. No associations between demographics and the intention to use or the attitude toward using a cessation app were observed.CONCLUSIONS: This study is among the first to show that demographic characteristics such as age and level of education are not associated with the intention to use and the attitude toward using a cessation app when characteristics related specifically to the app, such as nicotine dependency and the number of quit attempts, are present in a multivariate regression model. This study shows that the use of mHealth apps depends on characteristics related to the content of the app rather than general user characteristics.
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Creating a mobile urban tourism storytelling application presents several interactivity challenges on how to convey an engaging multimedia experience on-site. This article describes a methodology for fast prototyping of a multimedia mobile applications dedicated to urban tourism storytelling. The application can be a game that takes advantage of several locationbased technologies, freely available geo-referenced media, and augmented reality for immersive gameplay. The goal is to create serious games for tourism that follow a main narrative but where the story can automatically adapt itself to the current location of the player, assimilate possible detours and allow posterior out-of-location playback. Adaptable stories can use dynamic information from map sources such as points of interest (POI), elevation or virtual buildings. The main focus is for these locationbased storytelling games to create more engagement between the tourists and the urban environment. To explore this concept, an application was designed for the city of Porto: Unlocking Porto. This location-based game with a central, yet adaptable, story engages the player into the main sights following an augmented reality path while playing small games. The article discusses and presents solutions for media acquisition, interactive storytelling, game-design interface and multi-disciplinary coordination for mobile app development.
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In the autumn of 2009, a group of exchange students in the University of Applied Sciences of Utrecht got a task to make a research project on the current situation of Social Media. The group consisted of 5 people with really different backgrounds and opinions. Two Finnish, one Austrian, one Belgian and one Taiwanese put their heads together to explore the enormous world of Social Media. In this paper, Social Media stands for Online Social Media in other words: websites that allow people to communicate with each other, share opinions and ideas, public or semi-public profiles for the users and possibility to view those profiles. Most known examples of Social Media at this moment (2010) would be Facebook, MySpace, YouTube, Flickr, flixter, LinkedIN, Tagged, Twitter and Plurk. There are hundreds and hundreds more of Social Media websites and each of them has its own purpose and idea. Some of them concentrate on one topic or subject and some websites are more expanded. Most of the Social Media websites give the opportunity to their users to upload pictures, videos and other data but the most important thing is that social media allow people to communicate ‘one-to-many and many-to-one’ and not as the old fashion media ‘one-way communication’ only.
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1e alinea column: Het recente onderzoek naar ‘de zwarte kant van sociale media’ geeft ook weer aan, hoe je er ook over denkt, dat aan sociale media vele kanten zitten. Voor mij aanleiding nog eens een ander aspect bij je neer te leggen, iets wat wellicht zelfs tot wat meer zelfkennis leidt.
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This book provides a sample of studies and concepts created within the project Media ENriched Sport ExperienceS (MENSES). A project powered by Hilversum Media Campus, ZIGGO and Breda University of Applied Sciences. MENSES aims to create new media enriched sport experiences, by means of introducing innovative digital concepts combining media entertainment and live sport content. It wants to share building stones and blueprints to be accessed in Hilversum. As such it will help organizations to answer the question how live and broadcasted sport experiences can be enriched by means of new digital strategies. By combining interaction, transformation and data enrichment, the mediated and live sport events should be turned into a memorable sport experience
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