Blogging Heroes: Interviews with 30 of the World's Top Bloggers
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Internet Economy 25 Years After .Com
THE INTERNET ECONOMY 25 YEARS AFTER .COM TRANSFORMING COMMERCE & LIFE March 2010 25Robert D. Atkinson, Stephen J. Ezell, Scott M. Andes, Daniel D. Castro, and Richard Bennett THE INTERNET ECONOMY 25 YEARS AFTER .COM TRANSFORMING COMMERCE & LIFE March 2010 Robert D. Atkinson, Stephen J. Ezell, Scott M. Andes, Daniel D. Castro, and Richard Bennett The Information Technology & Innovation Foundation I Ac KNOW L EDGEMEN T S The authors would like to thank the following individuals for providing input to the report: Monique Martineau, Lisa Mendelow, and Stephen Norton. Any errors or omissions are the authors’ alone. ABOUT THE AUTHORS Dr. Robert D. Atkinson is President of the Information Technology and Innovation Foundation. Stephen J. Ezell is a Senior Analyst at the Information Technology and Innovation Foundation. Scott M. Andes is a Research Analyst at the Information Technology and Innovation Foundation. Daniel D. Castro is a Senior Analyst at the Information Technology and Innovation Foundation. Richard Bennett is a Research Fellow at the Information Technology and Innovation Foundation. ABOUT THE INFORMATION TECHNOLOGY AND INNOVATION FOUNDATION The Information Technology and Innovation Foundation (ITIF) is a Washington, DC-based think tank at the cutting edge of designing innovation policies and exploring how advances in technology will create new economic opportunities to improve the quality of life. Non-profit, and non-partisan, we offer pragmatic ideas that break free of economic philosophies born in eras long before the first punch card computer and well before the rise of modern China and pervasive globalization. ITIF, founded in 2006, is dedicated to conceiving and promoting the new ways of thinking about technology-driven productivity, competitiveness, and globalization that the 21st century demands. -
Recommending Best Answer in a Collaborative Question Answering System
RECOMMENDING BEST ANSWER IN A COLLABORATIVE QUESTION ANSWERING SYSTEM Mrs Lin Chen Submitted in fulfilment of the requirements for the degree of Master of Information Technology (Research) School of Information Technology Faculty of Science & Technology Queensland University of Technology 2009 Recommending Best Answer in a Collaborative Question Answering System Page i Keywords Authority, Collaborative Social Network, Content Analysis, Link Analysis, Natural Language Processing, Non-Content Analysis, Online Question Answering Portal, Prestige, Question Answering System, Recommending Best Answer, Social Network Analysis, Yahoo! Answers. © 2009 Lin Chen Page i Recommending Best Answer in a Collaborative Question Answering System Page ii © 2009 Lin Chen Page ii Recommending Best Answer in a Collaborative Question Answering System Page iii Abstract The World Wide Web has become a medium for people to share information. People use Web- based collaborative tools such as question answering (QA) portals, blogs/forums, email and instant messaging to acquire information and to form online-based communities. In an online QA portal, a user asks a question and other users can provide answers based on their knowledge, with the question usually being answered by many users. It can become overwhelming and/or time/resource consuming for a user to read all of the answers provided for a given question. Thus, there exists a need for a mechanism to rank the provided answers so users can focus on only reading good quality answers. The majority of online QA systems use user feedback to rank users’ answers and the user who asked the question can decide on the best answer. Other users who didn’t participate in answering the question can also vote to determine the best answer. -
SPRING 2014 SPELMAN Messenger
Stacey Dougan, C’98, Raw Vegan Chef ALSO INSIDE: 2013 Reunion THE ALUMNAE MAGAZINE OF SPELMAN COLLEGE VOLUME 124 NUMBER 1 SPRING 2014 SPELMAN Messenger EDITOR All submissions should be sent to: Jo Moore Stewart Spelman Messenger Office of Alumnae Affairs ASSOCIATE EDITOR 350 Spelman Lane, S.W., Box 304 Joyce Davis Atlanta, GA 30314 COPY EDITOR OR Janet M. Barstow [email protected] Submission Deadlines: GRAPHIC DESIGNER Garon Hart Spring Semester: January 1 – May 31 Fall Semester: June 1 – December 31 ALUMNAE DATA MANAGER ALUMNAE NOTES Alyson Dorsey, C’2002 Alumnae Notes is dedicated to the following: EDITORIAL ADVISORY COMMITTEE • Education Eloise A. Alexis, C’86 • Personal (birth of a child or marriage) Tomika DePriest, C’89 • Professional Kassandra Kimbriel Jolley Please include the date of the event in your Sharon E. Owens, C’76 submission. TAKE NOTE! WRITERS S.A. Reid Take Note! is dedicated to the following Lorraine Robertson alumnae achievements: TaRessa Stovall • Published Angela Brown Terrell • Appearing in films, television or on stage • Special awards, recognition and appointments PHOTOGRAPHERS Please include the date of the event in your J.D. Scott submission. Spelman Archives Julie Yarbrough, C’91 BOOK NOTES Book Notes is dedicated to alumnae authors. Please submit review copies. The Spelman Messenger is published twice a year IN MEMORIAM by Spelman College, 350 Spelman Lane, S.W., We honor our Spelman sisters. If you receive Atlanta, Georgia 30314-4399, free of charge notice of the death of a Spelman sister, please for alumnae, donors, trustees and friends of contact the Office of Alumnae Affairs at the College. -
To E-Commerce EC4E Ch 01 WA 11-23.Qxd 12/10/2007 5:16 PM Page 2
EC4E_Ch_01_WA_11-23.qxd 12/10/2007 5:16 PM Page 1 PART 1 CHAPTER 1 The Revolution Is Just Beginning CHAPTER 2 E-commerce Business Models and Concepts Introduction to E-commerce EC4E_Ch_01_WA_11-23.qxd 12/10/2007 5:16 PM Page 2 CHAPTER11 The Revolution Is Just Beginning LEARNING OBJECTIVES After reading this chapter, you will be able to: ■ Define e-commerce and describe how it differs from e-business. ■ Identify and describe the unique features of e-commerce technology and discuss their business significance. ■ Recognize and describe Web 2.0 applications. ■ Describe the major types of e-commerce. ■ Discuss the origins and growth of e-commerce. ■ Understand the evolution of e-commerce from its early years to today. ■ Identify the factors that will define the future of e-commerce. ■ Describe the major themes underlying the study of e-commerce. ■ Identify the major academic disciplines contributing to e-commerce. EC4E_Ch_01_WA_11-23.qxd 12/10/2007 5:16 PM Page 3 MySpace and Facebook: It’s All About You ow many people watched the final episode of the most popular American Htelevision show in history, the Sopranos? Answer: about 12 million (out of a total television audience size of 111 million). Only once in American history has a television show drawn more simultaneous viewers—13 million for NBC’s “America’s Got Talent” premiere in 2006. How many people visit MySpace each month? About 70 million. There are now more than 100 million personal profiles on MySpace. Almost 40 million visit MySpace’s closest social network rival, Facebook, each month. -
Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME -
Complaint for Violations of The
Case 1:13-cv-04347-AJN Document 1 Filed 06/21/13 Page 1 of 12 JUDGE NATHAN i 3 eN 4347 UNITED STATES DISTRICT COURT SOUTHERN DISTRICT OF NEW YORK -- -- ---- -- - -- ---- - -- -- -- --- - -- - -- - -- -- -- - --- -- - - --- ----- -- -- - --- --- )( AULISTAR MARK, HAN CHEN Civ. ANDREW HUDSON, Individual All Others Similarly Situated, CLASS / COLLECTIVE ACTION COMPLAINT FOR VIOLATIONS OF THE -against- GA WKER MEDIA LLC, and N Defendants. Plaintiffs Aulistar Mark, Hanchen Lu, and Andrew Hudson, individually and on behalf of all others similarly situated, by their attorneys, Liddle & Robinson, L.L.P., upon personal knowledge as to themselves and upon information and belief as to other matters, hereby fie this Complaint against Defendants Gawker Media LLC ("Gawker") and Nick Denton ("Denton"), and allege as follows: NATURE OF THE ACTION 1. This lawsuit seeks to recover unpaid wages, including but not limited to minimum wages, for Plaintiffs and other similarly situated workers who have been employed by Gawker in the United States. 2. Gawker is an American online media company and weblog network, founded and owned by Nick Denton based in New York City. Gawker has been listed in major news publications as being among the most valuable and financially successful weblogs in America. One article in particular attributes Gawker's high profit margin to its low operating costs, which are in part attributable to the unpaid labor of its workers. Case 1:13-cv-04347-AJN Document 1 Filed 06/21/13 Page 2 of 12 3. This is a collective action complaint under the Federal Labor Standards Act and a class action complaint under the New York State Labor Law and other applicable state labor laws based on Gawker's policies and practices of refusing to pay wages to its workers by designating them as "interns," even though they are performing vital work that inures to the benefit of Gawker's various business enterprises. -
Blog Title Blog URL Blog Owner Blog Category Technorati Rank
Technorati Bloglines BlogPulse Wikio SEOmoz’s Blog Title Blog URL Blog Owner Blog Category Rank Rank Rank Rank Trifecta Blog Score Engadget http://www.engadget.com Time Warner Inc. Technology/Gadgets 4 3 6 2 78 19.23 Boing Boing http://www.boingboing.net Happy Mutants LLC Technology/Marketing 5 6 15 4 89 33.71 TechCrunch http://www.techcrunch.com TechCrunch Inc. Technology/News 2 27 2 1 76 42.11 Lifehacker http://lifehacker.com Gawker Media Technology/Gadgets 6 21 9 7 78 55.13 Official Google Blog http://googleblog.blogspot.com Google Inc. Technology/Corporate 14 10 3 38 94 69.15 Gizmodo http://www.gizmodo.com/ Gawker Media Technology/News 3 79 4 3 65 136.92 ReadWriteWeb http://www.readwriteweb.com RWW Network Technology/Marketing 9 56 21 5 64 142.19 Mashable http://mashable.com Mashable Inc. Technology/Marketing 10 65 36 6 73 160.27 Daily Kos http://dailykos.com/ Kos Media, LLC Politics 12 59 8 24 63 163.49 NYTimes: The Caucus http://thecaucus.blogs.nytimes.com The New York Times Company Politics 27 >100 31 8 93 179.57 Kotaku http://kotaku.com Gawker Media Technology/Video Games 19 >100 19 28 77 216.88 Smashing Magazine http://www.smashingmagazine.com Smashing Magazine Technology/Web Production 11 >100 40 18 60 283.33 Seth Godin's Blog http://sethgodin.typepad.com Seth Godin Technology/Marketing 15 68 >100 29 75 284 Gawker http://www.gawker.com/ Gawker Media Entertainment News 16 >100 >100 15 81 287.65 Crooks and Liars http://www.crooksandliars.com John Amato Politics 49 >100 33 22 67 305.97 TMZ http://www.tmz.com Time Warner Inc. -
Advanced Praise for “Click Here to Order”
ADVANCED PRAISE FOR “CLICK HERE TO ORDER” “Click Here to Order contains story after story of regular people who saw the opportunity afforded by the Internet and began to think BIG. Joel has done an incredible job of not only capturing and shar- ing their inspiring tales, but of also inspiring the reader to embrace their passion and become the next Internet success story.” - Michael Port, Author of Book Yourself Solid & Beyond Booked Solid “Joel Comm tells the story of internet marketing as only a living pioneer can. He reveals a pattern of success in the individuals he profi les that you can follow. This is just the book internet market- ing has been waiting for.” - Dave Lakhani, Author of Subliminal Persuasion: Influence and Marketing Secrets They Don’t Want You To Know “Click Here to Order is the perfect book for anyone that wants to learn about Internet marketing. If you are looking for stories about Billion Dollar DOTCOM buyouts, this is not for you. If you want to learn from the real underground everyday people that have made millions on the Internet and want to share their story with you, buy this book today! - Who knows, you may just fi nd yourself in the Version 2.0” - Mike Filsaime, President and CEO: MarketingDotCom.com i “It’s about time! There are so many here today, gone tomorrow guys in the Internet Marketing world, but Joel Comm has been there from the start and gives you the inside scoop and the real story on Internet Marketing. He’s the real deal - I love this book!” - Frank Rumbauskas, NY Times Bestselling Author, MarketingOpus.com “When people hear ‘Internet Millionaire’ they immediately think of IPOs, stock options, and how someone was able to sell their web site (even one that made no money) to a larger company. -
The Complete Guide to Social Media from the Social Media Guys
The Complete Guide to Social Media From The Social Media Guys PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Mon, 08 Nov 2010 19:01:07 UTC Contents Articles Social media 1 Social web 6 Social media measurement 8 Social media marketing 9 Social media optimization 11 Social network service 12 Digg 24 Facebook 33 LinkedIn 48 MySpace 52 Newsvine 70 Reddit 74 StumbleUpon 80 Twitter 84 YouTube 98 XING 112 References Article Sources and Contributors 115 Image Sources, Licenses and Contributors 123 Article Licenses License 125 Social media 1 Social media Social media are media for social interaction, using highly accessible and scalable publishing techniques. Social media uses web-based technologies to turn communication into interactive dialogues. Andreas Kaplan and Michael Haenlein define social media as "a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0, which allows the creation and exchange of user-generated content."[1] Businesses also refer to social media as consumer-generated media (CGM). Social media utilization is believed to be a driving force in defining the current time period as the Attention Age. A common thread running through all definitions of social media is a blending of technology and social interaction for the co-creation of value. Distinction from industrial media People gain information, education, news, etc., by electronic media and print media. Social media are distinct from industrial or traditional media, such as newspapers, television, and film. They are relatively inexpensive and accessible to enable anyone (even private individuals) to publish or access information, compared to industrial media, which generally require significant resources to publish information. -
The Social Media Blackbook for Photographers
The Social Media Blackbook for Photographers Last revision: Jan 30, 2015 By Eric Kim So why did I start to write this book? Well, I think I have been blessed with “skills” in social media– and I wanted to put together all the information I personally knew regarding social media (in order to help my fellow photographers). Here is a brief outline of what topics I wish to cover in the book: Chapter 1: Why social media? Chapter 2: What is social media? Chapter 3: The importance of creating value in social media Chapter 4: How to gain more followers Chapter 5: The importance of engagement in social media Chapter 6: Common mistakes in social media Chapter 7: Social media strategies, tips, techniques Chapter 8: Conclusion Chapter 1: Why social media? So the first question you might be thinking to yourself is this: why is social media relevant and how can it help me as a photographer? Honestly at the end of the day– you don’t really “need” social media. Social media is just another way to publish your work, market yourself as a photographer, and to get your work out there, get recognized, and get people to follow you. I have been fascinated with social media the last 10 years of my life– ever since I was 16 years old and started my first “blog” on Xanga. I was fascinated by the idea that I could write down my thoughts and share it with (potentially) millions of people out there. My thoughts have changed and evolved regarding social media over the years. -
30-Minute Social Media Marketing
30-MINUTE SOCIAL MEDIA MARKETING Step-by-Step Techniques to Spread the Word About Your Business FAST AND FREE Susan Gunelius New York Chicago San Francisco Lisbon London Madrid Mexico City Milan New Delhi San Juan Seoul Singapore Sydney Toronto To Scott, for supporting every new opportunity I pursue on and off the social Web and for sending me blog post ideas when I’m too busy to think straight. And to my family and friends for remembering me and welcoming me with open arms when I eventually emerge from behind my computer. Copyright © 2011 by Susan Gunelius. All rights reserved. Except as permitted under the United States Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher. ISBN: 978-0-07-174865-0 MHID: 0-07-174865-2 The material in this eBook also appears in the print version of this title: ISBN: 978-0-07-174381-5, MHID: 0-07-174381-2. All trademarks are trademarks of their respective owners. Rather than put a trademark symbol after every oc- currence of a trademarked name, we use names in an editorial fashion only, and to the benefi t of the trademark owner, with no intention of infringement of the trademark. Where such designations appear in this book, they have been printed with initial caps. McGraw-Hill eBooks are available at special quantity discounts to use as premiums and sales promotions, or for use in corporate training programs. -
Massively Multiplayer Online Role Playing Games (Mmorpgs) in Malaysia
Massively Multiplayer Online Role Playing Games (MMORPGs) in Malaysia: The Global-Local Nexus A thesis presented to the faculty of the Center for International Studies of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Benjamin Y. Loh August 2013 © 2013 Benjamin Y. Loh. All Rights Reserved. 2 This thesis titled Massively Multiplayer Online Role Playing Games (MMORPGs) in Malaysia: The Global-Local Nexus by BENJAMIN Y. LOH has been approved for the Center for International Studies by Yeong H. Kim Associate Professor of Geography Christine Su Director, Southeast Asian Studies Ming Li Interim Executive Director, Center for International Studies 3 ABSTRACT LOH, BENJAMIN Y., M.A., August 2013, Asian Studies Massively Multiplayer Online Role Playing Games (MMORPGs) in Malaysia: The Global-Local Nexus Director of Thesis: Yeong H. Kim Massively Multiplayer Online Role-Playing Games (MMORPGs) are online entities that are truly global and borderless by nature, but in smaller countries like Malaysia, they are licensed by global developers to local publishers to be localized for local players. From a globalization perspective this appears to be a one-way, top-down relationship from the global to the local. However, this is not the case as the relationship is interchangeable, known as the Global-Local Nexus, as neither of these forces has control over the other, but at the same time they have great influence over one another. This thesis examines the Global-Local Nexus in MMORPGs industry in Malaysia between global developers and local publishers and players. The research was conducted through a series of personal interviews with local publisher representatives and local players.