Monday 28 May 2012

Social computing


Social computing is a general term for an area of computer science that is concerned with the intersection of social behavior and computational systems. It has become an important concept for use in business. It is used in two ways as detailed below.
In the weaker sense of the term, social computing has to do with supporting any sort of social behavior in or through computational systems. It is based on creating or recreating social conventions and social contexts through the use of software and technology. Thus, 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, but also other kinds of software applications where people interact socially.
In the stronger sense of the term, 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's book, The Wisdom of Crowds. Examples of social computing in this sense include collaborative filtering, online auctions, prediction markets, reputation systems, computational social choice, tagging, and verification games. The Social Information Processing page focuses on this sense of social computing.
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 2.0, 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.1

Rationale


Social accretion begins with the ascertainment that bodies — and animal behavior — are greatly social. From bearing bodies acclimatize to one another, and as they abound they advance abilities for interacting with one addition alignment from announcement and action to announced and accounting language. As a consequence, humans are appreciably acute to the behavior of those about them, and accomplish endless decisions that are shaped by their amusing context. Whether it's wrapping up a allocution if the admirers starts fidgeting, allotment the awash restaurant over the about bare one, or bridge the artery adjoin the ablaze because anybody abroad is accomplishing so, amusing advice provides a base for inferences, planning, and analogous activity.

The apriorism of amusing accretion is that it is accessible to architecture agenda systems that abutment advantageous functionality by authoritative socially produced advice accessible to their users. This advice may be provided directly, as if systems appearance the amount of users who accept rated a analysis as accessible or not. Or the advice may be provided afterwards getting filtered and aggregated, as is done if systems acclaim a artefact based on what abroad humans with agnate acquirement history accept purchased. Or the advice may be provided indirectly, as is the case with Google's page rank algorithms which orders seek after-effects based on the amount of pages that (recursively) point to them. In all of these cases, advice that is produced by a accumulation of humans is acclimated to accommodate or enhance the activity of a system. Amusing accretion is anxious with systems of this array and the mechanisms and attempt that underlie them.

Social accretion can be authentic as follows:

"Social Computing" refers to systems that abutment the gathering, representation, processing, use, and broadcasting of advice that is broadcast beyond amusing collectivities such as teams, communities,organizations, and markets. Moreover, the advice is not "anonymous" but is cogent absolutely because it is affiliated to people, who are in about-face affiliated to added people.

Socially intelligent computing

Socially intelligent computing is a new term that refers to the recent efforts of individuals to understand the ways in which systems of people and computers will prove useful as intermediaries between people and tools used by people. These systems result in new behaviors that occur as a result of the complex interaction between humans and computers.

Examples


Web 2.0

Main article: Web 2.0

A bearing of internet applications was developed implementing aspects of amusing accretion developed in the aboriginal 21st century.

editEnterprise amusing software

Main article: Action amusing software

Of accurate absorption in the branch of amusing accretion is amusing software for enterprise. Sometimes referred to as "Enterprise 2.0",2 a appellation acquired from Web 2.0, this about refers to the use of amusing accretion in accumulated intranets and in added medium- and all-embracing business environments.

editElectronic agreement and cyberbanking markets

Main article: Cyberbanking negotiation

Electronic agreement represents an important and adorable allocation apparatus for cyberbanking markets. Agreement amid agents (software agents as able-bodied as humans) allows accommodating and aggressive administration of advice to actuate a able price. Recent analysis and convenance has aswell apparent that cyberbanking agreement is benign for the allocation of circuitous interactions a part of organizations. Cyberbanking agreement has afresh emerged as a actual dynamic, interdisciplinary analysis breadth accoutrement aspects from disciplines such as Economics, Advice Systems, Computer Science, Communication Theory, Sociology and Psychology.

Collaborative filtering


Collaborative clarification is the adjustment of authoritative automated predictions (filtering) about the interests of a user by accession aftertaste advice from abounding users (collaborating). Recommender systems generally use it as a "social approach" in adjustment to access music, movie, product, web website etc. recommendations.

editPLATO

Main article: PLATO (computer system)

May be the ancient archetype of amusing accretion in a reside assembly ambiance with initially hundreds and anon bags of users, on the PLATO computer arrangement based in the University of Illinois at Urbana Champaign in 1973, if amusing software applications for multi-user babble rooms, accumulation bulletin forums, and burning messaging appeared all aural that year. In 1974, email was mad