Social computing is an area of computer science that is concerned with the intersection of social behavior and computational systems. It is based on creating or fostering existing social conventions and social contexts through the use of software and technology. Blogs, email, instant messaging, social network services, wikis, social bookmarking and other instances of what is often called social software illustrate ideas from social computing. The rise in social computing is attributed to the prevalence of personal devices and increased overall computing power. This enables a growing number of users to participate in sharing content and interact with another.
Business models can leverage the massive customer bases that accumulate through social computing channels. Some organizations have started their own blogs and networks (McAfee, 2006, Joe, 2005). Organizations from diverse industry sectors such as Google, Cisco, and Fox, have sought to acquire or invest in successful social computing enterprises.A business blog can serve as a source of information and promotion for the company. This allows the company to share content about the company and their initiatives.
Businesses have also interacted with social computing to market themselves and interact with customers. A notable example is Wendy's with their Twitter (formerly Twitter) account. The account was primarily used to promote business promotions and interact with users in a playful or meaningful way.
E-commerce web sites have allowed users to leave reviews and feedback on purchases which has improved online shopping experience for sellers and consumers.
As another example of social computing’s business applications, many e-commerce Web sites have adopted online product/vendor feedback/reputation systems. Such systems provide an asynchronous platform for the consumer community to share experiences collectively and influence their purchasing behavior. They also provide a vehicle for eliciting feedback information valuable to the vendors and e-commerce site operators.Wang, F. Y., Carley, K. M., Zeng, D., & Mao, W. (2007). Social computing: From social informatics to social intelligence. IEEE Intelligent systems, 22(2), 79-83.Consumers can use the feedback systems to make a more educated choice on a purchase by comparing reviews between products or vendors. Sellers can track consumer behaviors and trends regarding a product and adjust their supply according to the demand.
In 1994, the concept of social computing was first proposed by Schuler. He thought, "Social computing is a computing application, with software as the medium or focus of social relationships."
Social computing can be defined as follows:
"Social Computing" refers to systems that support the gathering, representation, processing, use, and dissemination of information that is distributed across social collectivities such as teams, communities, organizations, and markets. Moreover, the information is not "anonymous" but is significantly precise because it is linked to people, who are in turn linked to other people.From "Social Computing", introduction to Social Computing special edition of the Communications of the ACM, edited by Douglas Schuler, Volume 37, Issue 1 (January 1994), Pages: 28 - 108
More recent definitions, however, have foregone the restrictions regarding anonymity of information, acknowledging the continued spread and increasing pervasiveness of social computing. As an example, Hemmatazad, N. (2014) defined social computing as "the use of computational devices to facilitate or augment the social interactions of their users, or to evaluate those interactions in an effort to obtain new information."From Social Computing in Encyclopedia of Information Science and Technology, Third Edition. IGI Global, 2014, p. 6754.
Social computing has to do with supporting "computations" that are carried out by groups of people, an idea that has been popularized in James Surowiecki book, The Wisdom of Crowds. Examples of social computing in this sense include collaborative filtering, online auctions, reputation systems, computational social choice, tagging, and verification games. The social information processing page focuses on this sense of social computing.
Web 2.0 provided functionalities that allowed for low-cost web-hosting services and introduced features with browser windows that used basic information structure and expanded it to as many devices as possible using HTTP, or Hypertext Transfer Protocol.
Sometimes referred to as "Enterprise 2.0", a term derived from Web 2.0, social software for enterprise generally refers to the use of social computing in corporate intranets and in other medium- and large-scale business environments. It consisted of a class of tools that allowed for networking and social changes to businesses at the time. It was a layering of the business tools on Web 2.0 and brought forth several applications and collaborative software with specific uses.
Finance
In 1974, email was made available as well as the world's first online newspaper called NewsReport, which supported content submitted by the user community as well as written by editors and reporters.
Chat rooms were an early instance of social computing. A notable chatroom was AOL Instant Messenger, which according "to PC Magazine, AOL Instant Messenger had over 200 million registered users as of November 2003."Phillips, M. B. (2004). The Advantages and Disadvantages of AOL Instant Messenger as a Chat Reference System.
Another early instance of social computing is Blog. A blog is a web page where a user can add text and/or images to express ideas and opinions. This could range from personal experiences to commentary on news/topics. In the mid 1990s, users began creating web-blogs and sharing their thoughts on the web. This attracted users to read and discuss blogs online. Blogs have become a fundamental basis to the formation of social networks which incorporates the idea of users expressing themselves through text or images for others to view.
There are multiple areas of social computing that have been able to expand the threshold of knowledge in this discipline. Each area has been able to have a focus and goal behind it that provides us with a deeper understanding of the social behavior between users that interact using some variation of social computing.
Five of the best blogging platformsFitzpatrick, Jason. "Five Best Blogging Platforms." Lifehacker. N.p., 20 June 2010. Web. 22 Oct. 2016 include Tumblr, WordPress, Squarespace, Blogger, and Posterous. These sites enable users, whether it be a person, company, or organization, to express certain ideas, thoughts, and/or opinions on either a single or variety of subjects. There are also a new technology called webloging which are sites that hosts blogs such as Myspace and Xanga. Both blogs and weblogging are very similar in that they act as a form of social computing where they help form social relations through one another such as gaining followers, trending using hashtags, or commenting on a post providing an opinion on a blog.
According to a study conducted by Rachael Kwai Fun IP and Christian Wagner,Ip, Rachael Kwai Fun, and Christian Wagner. "Weblogging: A Study of Social Computing and Its Impact on Organizations." Decision Support Systems45.2 (2008): 242-50. Science Direct. Web some features of weblogs that attract users and support blogs and weblogs as an important aspect of social computing in forming and strengthening relationships are: content management tools, community building tools, time structuring, search by category, commentary, and the ability to secure closed blogs.
Blogs are also highly used in social computing concepts in order to understand human behaviors amongst online communities through a concept called social network analysis. Social network analysis (SNA) is "a discipline of social science that seeks to explain social phenomena through a structural interpretation of human interaction both as a theory and a methodology".Marlow, Cameron. "Audience, Structure and Authority in the Weblog Community." MIT Media Laboratory (2004): 1-9. Web. 26 Oct. 2016 There are certain links that occur in blogs, weblogs in this case, where they have different functions that portray different types of information such as Permalink, Blogrolls, Comments, and Trackbacks.
One recent example of social computing is how platforms like TikTok use community engagement and user feedback to influence content recommendation algorithms, effectively blending algorithmic curation with social behavior.
Currently, research in the areas of social computing is being done by many well-known labs owned by Microsoft and Massachusetts Institute of Technology. The team at Microsoft has taken off with a mission statement of "To research and develop software that contributes to compelling and effective social interactions." They take a main focus on user-centered design processes. They also add rapid prototyping combined with rigorous science to bring forth complete projects and research that can impact the social computing field. Current projects being worked on by the Microsoft team include Hotmap, SNARF, Slam, and Wallop. MIT, however, has a goal of creating software that shapes our cities and more in depth:
Electronic negotiation, which first came up in 1969 and was adapted over time to suit financial markets networking needs, represents an important and desirable coordination mechanism for electronic markets. Negotiation between agents (software agents as well as humans) allows cooperative and competitive sharing of information to determine a proper price. Recent research and practice has also shown that electronic negotiation is beneficial for the coordination of complex interactions among organizations. Electronic negotiation has recently emerged as a very dynamic, interdisciplinary research area covering aspects from disciplines such as Economics, Information Systems, Computer Science, Communication Theory, Sociology and Psychology.
Social computing has become more widely known because of its relationship to a number of recent trends. These include the growing popularity of social software and Web 3.0, increased academic interest in social network analysis, the rise of open source as a viable method of production, and a growing conviction that all of this can have a profound impact on daily life. A February 13, 2006 paper by market research company Forrester Research suggested that:
Easy connections brought about by cheap devices, modular content, and shared computing resources are having a profound impact on our global economy and social structure. Individuals increasingly take cues from one another rather than from institutional sources like corporations, media outlets, religions, and political bodies. To thrive in an era of Social Computing, companies must abandon top-down management and communication tactics, weave communities into their products and services, use employees and partners as marketers, and become part of a living fabric of brand loyalists.A term coined by Andrew McAfee of Harvard Business School in the Spring 2006 MIT Sloan Management Review.
Developments
Theoretical foundations
Social software
Social media
Social networking
Wiki pages
Blogs
Online gaming
Online dating
Live streaming
Virtual reality
Other platforms
Socially intelligent computing
Crowdsourcing
Dark social media
Social science theories
Collective intelligence
Social perceptions
Current research
"More specifically, (1) we create micro-institutions in physical space, (2) we design social processes that allow others to replicate and evolve those micro-institutions, and (3) we write software that enables those social processes. We use this process to create more robust, decentralized, human-scale systems in our cities. We are particularly focused on reinventing our current systems for learning, agriculture, and transportation."
The current research projects at the MIT social computing lab include The Dog Programming Language, Wildflower Montessori, and You Are Here. A broad overview of what to expect from newly started Wildflower Montessori is as follows:"Wildflower Montessori School is a pilot Lab School and the first in a new network of learning centers. Its aim is to be an experiment in a new learning environment, blurring the boundaries between coffee shops and schools, between home-schooling and institutional schooling, between tactile, multisensory methods and abstract thinking. Wildflower will serve as a research platform to test new ideas in advancing the Montessori Method in the context of modern fluencies, as well as to test how to direct the organic growth of a social system that fosters the growth and connection of such schools."
Consequences
Benefits
Research purposes
Future predictions
Virtual worlds
Virtual worlds, where thousands of people can interact simultaneously within the same simulated three-dimensional space, represent a frontier in social computing with critical implications for business, education, social sciences, technological sciences, and our society at large.
According to Messenger et al. (2009), virtual worlds "provide a rich real-time form of social and economic interaction with numerous applications and subsequent implications."
Artificial intelligence
New frontiers of social computing are on the horizon...most recently the catalysis of novel social interaction between humans and AI companions, assistants, chatbots, devices and appliances, and between these nonhuman intelligent agents
Conferences
See also
Introduction to Computational Social Science: Principles and Applications . textbook by Claudio Cioffi-Revilla
Published at December 31,2013.page 2,3
External links
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