Chapter 1: Introduction to Information management Flashcards

1
Q

3 perspectives of digitization

A
  1. Social perspective
  2. Industrial perspective
  3. business perspective
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2
Q

augmented reality

A

elements are added by a computer to the image of reality (pokemon go)

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3
Q

Stage of the hype cycle

A
  1. innovation trigger
  2. peak of inflated expectations
  3. trough of disillusionment
  4. slope of enlightenment
  5. plateau of productivity
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4
Q

open source technology

A

large companies pay thousands of programmers to write codes that they then publish online, so every interested person can use the code for free

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5
Q

cloud computing

A

making data, hardware and software available via a network –> data analysis can be applied

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6
Q

business intelligence

A

the collection and conversion of data in information reports

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7
Q

data security

A

does data represent the truth

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8
Q

data veracity

A

does data represent reality

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9
Q

internet of things

A

interconnection via the internet of devices used day to day, enabling them to send and receive data

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10
Q

Web 2.0

A

internet services that allow users to cooperate, create resources and share information

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11
Q

collaborative consumptions

A

web 2.0

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12
Q

digital co-creation

A

web 2.0

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13
Q

peer production

A

web 2.0

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14
Q

trackback

A

link in a post that refers to the original source of the blogger

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15
Q

blog roll

A

lists of the favourite blogs of the blogger

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16
Q

griefer

A

people who maliciously try to sabotage a wiki

17
Q

wikimaster

A

coordinates wikis and delete unnecessary post

18
Q

roll back

A

restore the wiki to an earlier version

19
Q

software development kit

A

toolbox for developers who want to create a connection with twitter in their product or apps

20
Q

APIs

A

programming guidelines that tell other programs how to execute a certain task like retrieving information from the platform

21
Q

free rider problem

A

companies use information without doing anything in return

22
Q

owned media

A

communication channels that a company manages itself

23
Q

paid media

A

attempts to distribute site or message

24
Q

earned media

A

online advertising that a company has not paid for

25
wisdom of crowds
group of untrained amateurs will collectively have more insight than a single or small group of trained professionals
26
For a crowd to be smart (WoC)
1. diverse 2. decentralized 3. collective verdict 4. independent
27
prediction markets
opinion of a large group of people is used to make predictions of possible results
28
embassy
different and easy to find locations are created so that customers can reach a company and interact with them
29
astroturfing
companies post positive reviews about their own products and negative reviews of the products of competitors
30
sock poppet
fake account that is used to promote an idea, company or person
31
SMART team
drafts a policy and provides support in the form of training on social media effort of the company (Social Media Awareness and Response Team)