著者
井上 寛雄 米山 優 曽我 千亜紀 霜山 博也 中村 啓介 大澤 健司
出版者
社会情報学会
雑誌
社会情報学会(SSI)学会大会研究発表論文集
巻号頁・発行日
vol.2013, pp.173-178, 2013

The attempting in this paper, it is to show a possibility to consider the information from the viewpoint of framing in the cinema. Consideration to the information from the point of view of system theory, including cybernetics, there is a danger of falling into reductionism. It is necessary to explore the generation of information from the side of the duration and spirit, not the material, and indispensable to multiply the origin of the information by the various types of framing.
著者
永井,睦美
出版者
社会情報学会
雑誌
社会情報学会(SSI)学会大会研究発表論文集
巻号頁・発行日
vol.2012, 2012-09-14

To resolve the problem of civil society by activity, it is necessary to have experience of collaboration. However, in modern Japan in addition to geographical and temporal problems, difficult to experience because there is no collaborationn. Therefore, attention has been paid to collaboration with the online community. Members of the Otaku community has been working together to create the contents from the old days. The result of large-scale online community to share its experience, Otaku came to do a civic activity. Future, on citizen activities to do, or we can not benefit from the experience of otaku community like this.
著者
加藤 千枝
出版者
社会情報学会
雑誌
社会情報学会(SSI)学会大会研究発表論文集
巻号頁・発行日
vol.2012, pp.247-252, 2012

The author clarified that relation between difficulty in human-relations and e-mail use of girls' high school students. As a result, there were 19 episodes of difficulty in human-relations related to e-mail use and we could classify them in six types. In addition, we found some episodes of maintained relations and the others broken off. In episodes of maintained relations, there were common territories in the real world, but there were no territories in episodes of relations broken off. Moreover, we found personal spaces in the Internet, and some girls had displeasure in being infringed on their personal spaces.
著者
田村 貴紀
出版者
社会情報学会
雑誌
社会情報学会(SSI)学会大会研究発表論文集
巻号頁・発行日
vol.2013, pp.23-28, 2013

This paper analyses Twitter messages of a leading anti-nuke activist, Misao Redwolf, from a perspective of narrative approach. Based on text mining analysis of the messages, the author found her personal narrative was connected to anti-nuke protest as public issue. This scheme is sharable by the protest pariticpants who also have reasons to participate in the action in their personal experiences and self-narratives.
著者
河野,義広
出版者
社会情報学会
雑誌
社会情報学会(SSI)学会大会研究発表論文集
巻号頁・発行日
vol.2013, 2013-09-13

Social media, such as Twitter and Facebook, has been popularized. In the social media times, personal branding is very important strategy in order to use individual strong points, and contributes to selfactualization. Existence of mentors supports to find own strong points for self-actualization. In this paper, we propose a personal branding support service "Mentors". The concept is "Everyone has face of both mentor and mentee". The featuring function is to share components of self-analysis in human life design, that is, value, mission, and strategy. Mentors aims at promotion of human life by understanding their strong points and using social media effectively.
著者
松本 涼子 河井 大介
出版者
社会情報学会
雑誌
社会情報学会(SSI)学会大会研究発表論文集
巻号頁・発行日
vol.2013, pp.183-186, 2013

This paper shows actual use of Social Media and its motives of information-sharing. Now there are over 50 millions social media users in Japan, and they share their feelings, opinions, tips and other things every day. What make them to write and upload so much information? The desire of friendship, expression, or recognition? In this paper, we focused especially reciprocity and tried to show the relationship between information-sharing and reciprocitical motive. Our analysis are based on the internet survey whose research object are Facebook or Twitter users.
著者
種村 剛
出版者
社会情報学会
雑誌
社会情報学会(SSI)学会大会研究発表論文集
巻号頁・発行日
vol.2013, pp.17-22, 2013

In this paper, we will discuss Internet user's self-responsibility(ziko-sekinin). A main purpose is to clear the reason why we need self-responsibility in Internet. We survey some articles about responsibility in Internet on newspapers from 2003 to 2012 and analyze them from a content analysis. In conclusion, responsibility in Internet is needed as fundamental premise to guarantee security of the Internet in social responsibility rather than as norm consciousness that someone who created disadvantages in Internet should take over them.
著者
永井 睦美 福田 豊
出版者
社会情報学会
雑誌
社会情報学会(SSI)学会大会研究発表論文集
巻号頁・発行日
vol.2012, pp.141-144, 2012
被引用文献数
1

To resolve the problem of civil society by activity, it is necessary to have experience of collaboration. However, in modern Japan in addition to geographical and temporal problems, difficult to experience because there is no collaborationn. Therefore, attention has been paid to collaboration with the online community. Members of the Otaku community has been working together to create the contents from the old days. The result of large-scale online community to share its experience, Otaku came to do a civic activity. Future, on citizen activities to do, or we can not benefit from the experience of otaku community like this.
著者
種村,剛
出版者
社会情報学会
雑誌
社会情報学会(SSI)学会大会研究発表論文集
巻号頁・発行日
vol.2013, 2013-09-13

In this paper, we will discuss Internet user's self-responsibility(ziko-sekinin). A main purpose is to clear the reason why we need self-responsibility in Internet. We survey some articles about responsibility in Internet on newspapers from 2003 to 2012 and analyze them from a content analysis. In conclusion, responsibility in Internet is needed as fundamental premise to guarantee security of the Internet in social responsibility rather than as norm consciousness that someone who created disadvantages in Internet should take over them.
著者
阿部,圭一
出版者
社会情報学会
雑誌
社会情報学会(SSI)学会大会研究発表論文集
巻号頁・発行日
vol.2012, 2012-09-14

This paper shows present situations of game addiction in Japan and discusses how to improve the situations. The glamour of games is considered from both sides of game players and game designers/game producing companies. Recent trend, that is, shift of popularity from MMORPG (Massively Multiplayer Online Role-Playing Game) to social games and its influences to game addiction are discussed. Characteristics of game addicted persons and their families are analyzed. Finally, personal solutions and social measures needed are considered.