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
Q

wisdom of crowds

A

group of untrained amateurs will collectively have more insight than a single or small group of trained professionals

26
Q

For a crowd to be smart (WoC)

A
  1. diverse
  2. decentralized
  3. collective verdict
  4. independent
27
Q

prediction markets

A

opinion of a large group of people is used to make predictions of possible results

28
Q

embassy

A

different and easy to find locations are created so that customers can reach a company and interact with them

29
Q

astroturfing

A

companies post positive reviews about their own products and negative reviews of the products of competitors

30
Q

sock poppet

A

fake account that is used to promote an idea, company or person

31
Q

SMART team

A

drafts a policy and provides support in the form of training on social media effort of the company (Social Media Awareness and Response Team)