Online participationOnline participation is used to describe the interaction between users and online communities on the web. Online communities often involve members to provide content to the website and/or contribute in some way. Examples of such include wikis, blogs, online multiplayer games, and other types of social platforms. Online participation is currently a heavily researched field. It provides insight into fields such as web design, online marketing, crowdsourcing, and many areas of psychology.
Online communityAn online community, also called an internet community or web community, is a community whose members interact with each other primarily via the Internet. Members of the community usually share common interests. For many, online communities may feel like home, consisting of a "family of invisible friends". Additionally, these "friends" can be connected through gaming communities and gaming companies. Those who wish to be a part of an online community usually have to become a member via a specific site and thereby gain access to specific content or links.
Online research communityAn online research community (part of Research 2.0) is a part of an emerging and developing area in market research making use of developments in Web 2.0 technologies and online communities. They allow qualitative research to be conducted efficiently and deeply online. Both public and private online communities offer opportunities for research, but many brands are wary of sharing company information openly. Invitation-only, private online communities centred on a single brand or customer segment may be the solution.
Virtual communityA virtual community is a social network of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services. Howard Rheingold discussed virtual communities in his book, The Virtual Community, published in 1993. The book's discussion ranges from Rheingold's adventures on The WELL, computer-mediated communication, social groups and information science.
Access controlIn physical security and information security, access control (AC) is the selective restriction of access to a place or other resource, while access management describes the process. The act of accessing may mean consuming, entering, or using. Permission to access a resource is called authorization. Locks and login credentials are two analogous mechanisms of access control. Physical security Geographical access control may be enforced by personnel (e.g. border guard, bouncer, ticket checker), or with a device such as a turnstile.
Mandatory access controlIn computer security, mandatory access control (MAC) refers to a type of access control by which the operating system or database constrains the ability of a subject or initiator to access or generally perform some sort of operation on an object or target. In the case of operating systems, a subject is usually a process or thread; objects are constructs such as files, directories, TCP/UDP ports, shared memory segments, IO devices, etc. Subjects and objects each have a set of security attributes.
Virtual community of practiceAn online community of practice (OCoP), also known as a virtual community of practice (VCoP), is a community of practice (CoP) that is developed on, and is maintained using the Internet. To qualify as an OCoP, the characteristics of a community of practice (CoP) as described by Lave and Wenger must be met. To this end, an OCoP must include active members who are practitioners, or "experts," in the specific domain of interest. Members must participate in a process of collective learning within their domain.
Role-based access controlIn computer systems security, role-based access control (RBAC) or role-based security is an approach to restricting system access to authorized users, and to implementing mandatory access control (MAC) or discretionary access control (DAC). Role-based access control is a policy-neutral access control mechanism defined around roles and privileges. The components of RBAC such as role-permissions, user-role and role-role relationships make it simple to perform user assignments.
Discretionary access controlIn computer security, discretionary access control (DAC) is a type of access control defined by the Trusted Computer System Evaluation Criteria (TCSEC) as a means of restricting access to objects based on the identity of subjects and/or groups to which they belong. The controls are discretionary in the sense that a subject with a certain access permission is capable of passing that permission (perhaps indirectly) on to any other subject (unless restrained by mandatory access control).
Goal orientationGoal orientation, or achievement orientation, is an "individual disposition towards developing or validating one's ability in achievement settings". In general, an individual can be said to be mastery or performance oriented, based on whether one's goal is to develop one's ability or to demonstrate one's ability, respectively. A mastery orientation is also sometimes referred to as a learning orientation. Goal orientation refers to how an individual interprets and reacts to tasks, resulting in different patterns of cognition, affect and behavior.
Goal settingGoal setting involves the development of an action plan designed in order to motivate and guide a person or group toward a goal. Goals are more deliberate than desires and momentary intentions. Therefore, setting goals means that a person has committed thought, emotion, and behavior towards attaining the goal. In doing so, the goal setter has established a desired future state which differs from their current state thus creating a mismatch which in turn spurs future actions.
Access-control listIn computer security, an access-control list (ACL) is a list of permissions associated with a system resource (object or facility). An ACL specifies which users or system processes are granted access to resources, as well as what operations are allowed on given resourcess. Each entry in a typical ACL specifies a subject and an operation. For instance, If a file object has an ACL that contains , this would give Alice permission to read and write the file and give Bob permission only to read it.
Strategic thinkingStrategic thinking is a mental or thinking process applied by an individual in the context of achieving a goal or set of goals. As a cognitive activity, it produces thought. When applied in an organizational strategic management process, strategic thinking involves the generation and application of unique business insights and opportunities intended to create competitive advantage for a firm or organization. It can be done individually, as well as collaboratively among key people who can positively alter an organization's future.
Strategic managementIn the field of management, strategic management involves the formulation and implementation of the major goals and initiatives taken by an organization's managers on behalf of stakeholders, based on consideration of resources and an assessment of the internal and external environments in which the organization operates. Strategic management provides overall direction to an enterprise and involves specifying the organization's objectives, developing policies and plans to achieve those objectives, and then allocating resources to implement the plans.
Online gameAn online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached 16.9billion,with4.2 billion generated by China and $3.5 billion in the United States. GoalA goal or objective is an idea of the future or desired result that a person or a group of people envision, plan and commit to achieve. People endeavour to reach goals within a finite time by setting deadlines. A goal is roughly similar to a purpose or aim, the anticipated result which guides reaction, or an end, which is an object, either a physical object or an abstract object, that has intrinsic value. Goal setting Goal-setting theory was formulated based on empirical research and has been called one of the most important theories in organizational psychology.
Economic growthEconomic growth can be defined as the increase or improvement in the inflation-adjusted market value of the goods and services produced by an economy in a financial year. Statisticians conventionally measure such growth as the percent rate of increase in the real and nominal gross domestic product (GDP). Growth is usually calculated in real terms – i.e., inflation-adjusted terms – to eliminate the distorting effect of inflation on the prices of goods produced. Measurement of economic growth uses national income accounting.
Gain (electronics)In electronics, gain is a measure of the ability of a two-port circuit (often an amplifier) to increase the power or amplitude of a signal from the input to the output port by adding energy converted from some power supply to the signal. It is usually defined as the mean ratio of the signal amplitude or power at the output port to the amplitude or power at the input port. It is often expressed using the logarithmic decibel (dB) units ("dB gain").
Industrial RevolutionThe Industrial Revolution, also known as the First Industrial Revolution, was a period of global transition of human economy towards more efficient and stable manufacturing processes that succeeded the Agricultural Revolution, starting from Great Britain, continental Europe, and the United States, that occurred during the period from around 1760 to about 1820–1840. This transition included going from hand production methods to machines; new chemical manufacturing and iron production processes; the increasing use of water power and steam power; the development of machine tools; and the rise of the mechanized factory system.
Endogenous growth theoryEndogenous growth theory holds that economic growth is primarily the result of endogenous and not external forces. Endogenous growth theory holds that investment in human capital, innovation, and knowledge are significant contributors to economic growth. The theory also focuses on positive externalities and spillover effects of a knowledge-based economy which will lead to economic development. The endogenous growth theory primarily holds that the long run growth rate of an economy depends on policy measures.