Listing 1 - 6 of 6 |
Sort by
|
Choose an application
This chapter covered the different parts of the Facebook platform. The main technologies in the platform consist of a REST API for data interchange, a language to querying information from Facebook's databases, and a language to render certain portions of the Facebook platform to users (FBML). There are additional parts to the language that are more complex, such as Facebook JavaScript, and that are useful, but they're not a core part of the platform (that is, you don't need to use FBJS to develop your applications). The chapter also touched on the client libraries, which play an important part in gluing the Facebook platform to your development language. I also showed how to create a basic, functional application that updated the user's status message. To do this, you used an FBML form, mock Ajax, FQL, the PHP client library, and calls to the API. In the next chapter, I'll kick things up a bit and show how to develop a more robust, complete application. I'll not only cover user interface design and development issues, but I'll also briefly discuss ways to monetize your application and where to go to find help when (or for you optimists, should) you get stuck. You'll use an RDBMS to keep track of user interactions, track usage with Google Analytics, and set up some useful libraries for code reuse.
Programming --- API (application programmers interface) --- sociale media --- Facebook --- programmeren (informatica)
Choose an application
Programming --- API (application programmers interface) --- sociale media --- Facebook --- programmeren (informatica)
Choose an application
If the idea of starting a social media marketing campaign overwhelms you, the author of Social Media Marketing: An Hour a Day will introduce you to the basics, demonstrate how to manage details and describe how you can track results. Case studies, step-by-step guides, checklists, quizzes and hands-on tutorials will help you execute a social media marketing campaign in just one hour a day. In addition, learn how to integrate social media metrics with traditional media measurements and how to leverage blogs, RSS feeds, podcasts, and user-generated content sharing sites like YouTube.
Social marketing. --- Social media - Marketing. --- Social media. --- Social media --- Social marketing --- Marketing & Sales --- Commerce --- Business & Economics --- Marketing --- Marketing. --- Cause related marketing --- Marketing, Social --- Social cause marketing --- User-generated media --- Communication --- User-generated content --- E-books --- Internetmarketing. --- Sociale media.
Choose an application
This volume offers a view of the cultural, interpersonal and family consequences of mobile communication across the globe. The contributors analyse the effects of moble communications on all aspects of life, from the relationship between literacy and the textual features of phones, to the use of ringtones as a form of social exchange.
sociale mobiliteit --- mobiele communicatie --- sociale media --- Mass communications --- Cell phones --- Wireless communication systems --- Interpersonal communication --- Communication and culture. --- #SBIB:309H103 --- #SBIB:309H1713 --- Culture and communication --- Culture --- Communication --- Interpersonal relations --- Communication systems, Wireless --- Wireless data communication systems --- Wireless information networks --- Wireless telecommunication systems --- Telecommunication systems --- Social aspects. --- Technological innovations --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten --- Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...) --- Communication and culture --- Social aspects --- Technological innovations&delete& --- E-books --- SOCIAL SCIENCES/Media Studies --- INFORMATION SCIENCE/Communications & Telecommunications --- SCIENCE, TECHNOLOGY & SOCIETY/General
Choose an application
Corporate executives are struggling with a new trend: people using online social technologies (blogs, social networking sites, YouTube, podcasts) to discuss products and companies, write their own news, and find their own deals. This groundswell is global, it's unstoppable, it affects every industry - and it's utterly foreign to the powerful companies running things now. When consumers you've never met are rating your company's products in public forums with which you have no experience or influence, your company is vulnerable. In Groundswell, Charlene Li and Josh Bernoff of Forrester, Inc. explain how to turn this threat into an opportunity. Using tools and data straight from Forrester, you'll learn how to: Evaluate new social technologies as they emerge Determine how different groups of consumers are participating in social technology arenas Apply a four-step process for formulating your future strategy Build social technologies into your business - including monitoring your brand value, talking with the groundswell through marketing and PR campaigns, and energizing your best customers to recruit their peers Timely and insightful, this book is required reading for executives seeking to protect and strengthen their company's public image.
Consumer behavior --- sociale netwerken --- Distribution strategy --- Social change --- Planning (firm) --- consumentengedrag --- sociale media --- Information society --- Online social networks --- Marketing --- Economic aspects. --- 366.43 --- web 2.0 --- informatiemaatschappij --- zakendoen --- strategisch management --- social media --- Marketing. --- Electronic social networks --- Social networking Web sites --- Social media --- Social networks --- Sociotechnical systems --- Web sites --- Economic aspects --- Virtual communities --- #SBIB:309H1720 --- #SBIB:309H1713 --- Informatiekunde, informatie management --- Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...) --- Communities, Online (Online social networks) --- Communities, Virtual (Online social networks) --- Online communities (Online social networks)
Choose an application
Computergames staan onmiskenbaar en in toenemende mate in de belangstelling. Games zijn sinds hun ontstaan, ongeveer 40 jaar geleden, geëvolueerd van een subcultureel en "nerdy" nicheproduct naar een mainstream cultuurproduct met een breed doelpubliek. Ondanks hun ondertussen respectabele leeftijd, hun plaats in de (jeugd)cultuur en hun economische impact, kampen games echter tot op de dag van vandaag met een opvallend negatief imago. Met de regelmaat van een klok, en vaak gevoed door mediagenieke en spraakmakende incidenten, worden games en de gamecultuur in de publieke opinie en het politieke discours beladen met de zonden van Egypte. Vier Vlaamse specialisten gaan in op de effecten van games en op de mogelijkheid die ze bieden voor het creëren van nieuwe sociale netwerken en educatieve kansen. In een eerste deel onderzoeken de auteurs of de morele paniek rond games in de media gefundeerd is. Vervolgens wordt dieper ingegaan op de 'bijzondere' aantrekkingskracht die games kunnen uitoefenen, en op de rol die ze kunnen spelen bij het ontstaan van nieuwe gemeenschappen en netwerken. Daarnaast besteden de auteurs uitvoerig aandacht aan de verschillende omgevingen waarbinnen het gamen plaatsvindt, aan de gevaren van online gamen en aan de maatregelen door de overheid. Het derde deel is gewijd aan computergames in educatie en onderwijs. Het medium van de videogames wordt hier onder meer gesitueerd binnen recente ontwikkelingen rond geletterdheden. Een interessant boek, waaruit blijkt dat er een grote behoefte is aan een grootschalig onderzoek naar het gamen als maatschappelijk feit en cultureel fenomeen. Het boek wordt besloten met verwijzingen naar wetenschappelijke literatuur, websites en de vigerende Belgische wetgeving
Video games and children --- Computers and children --- Internet games --- Social aspects --- Computerspellen. --- Consumer behavior --- robots --- Sociology of culture --- games --- jongerencultuur --- sociale netwerken --- Artificial intelligence. Robotics. Simulation. Graphics --- Affective and dynamic functions --- jeugd --- Age group sociology --- 316.723 --- #PBIB:+117.50 --- 187 Kinderrechten en Vrije tijd --- #SBIB:309H103 --- #SBIB:309H17 --- #SBIB:309H402 --- 663 Jeugd --- 840 Samenleving en staat --- gaming --- audiovisuele opvoeding --- computerspellen --- 37.02 --- lerarenopleiding --- vakdidactiek --- 433.5 --- ICT --- jeugdcultuur --- Computerspelen --- Jeugd --- Cybercrime --- Cyberpesten --- Games --- Jongeren --- Onderwijs --- Sociale netwerken --- Videogame --- Videospelletjes (games) --- Jongeren en ICT --- Media --- Sociale media --- informatica --- S20080772.JPG --- opvoeding --- 316.723 Subculturen --(sociologie) --- Subculturen --(sociologie) --- Muzische vorming : Media & ICT --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten --- Computer- en videogames --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, .. --- Audiovisuele opvoeding --- (zie ook: teleonderwijs) --- 362.8 --- 37 --- departement Beeldende Kunst 09 --- maatschappelijke veiligheid --- computergame --- KI (kunstmatige intelligentie) --- Kinderen en jeugd --- Vrijetijdsbesteding --- Cultuursociologie --- Netwerken --- Opvoeding en onderwijs --- Jeugdculturen --- Gamen --- Educatie --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, --- jongeren --- Computerspel --- Sociaal netwerk --- Kind --- Recreatie --- Netwerk (ict) --- Opvoeding --- Ontwikkelingsstoornis --- Fysiotherapie --- Jeugdcultuur --- Gaming --- Duurzaamheid --- App --- Netwerk (relationeel) --- Jongere --- Internet games - Social aspects
Listing 1 - 6 of 6 |
Sort by
|