Frictionless sharing refers to the transparent sharing of resources using social media services.
The term became popularised following Mark Zuckerberg's announcement at the F8 developers conference in 2011 in which he described developments to Facebook that would allow "real-time serendipity in a friction-less experience". [1] Facebook applications that implemented such frictionless sharing included a news-sharing app developed by The Guardian . [2] The growth in importance is indicated by the ReadWrite Web article that described the development as a "top trend for 2011". [3]
The term had previously been used in an application-independent way to describe "sharing that occurs without any additional effort required, for example, if a scholar is gathering resources for her own research, then using a social bookmarking tool is an effective tool for her as well as making the list public". [4]
The term is separately used to refer to use of Creative Commons licences to minimise copyright barriers to reuse of content: "We also use Creative Commons licensing to allow frictionless sharing of research data, while allowing researchers to choose when and if they make data publicly available". [5]
Social software, also known as social apps, include communications and interactive tools that are often based on the Internet. Communication tools typically handle the capturing, storing and presentation of communication, usually written but increasingly including audio and video as well. Interactive tools handle mediated interactions between a pair or group of users. They focus on establishing and maintaining a connection among users, facilitating the mechanics of conversation and talk. Social software generally refers to software that makes collaborative behaviour, the organisation and moulding of communities, self-expression, social interaction and feedback possible for individuals. Another element of the existing definition of social software is that it allows for the structured mediation of opinion between people, in a centralized or self-regulating manner. The most improved area for social software is that Web 2.0 applications can all promote cooperation between people and the creation of online communities more than ever before. The opportunities offered by social software are instant connection and the opportunity to learn.An additional defining feature of social software is that apart from interaction and collaboration, it aggregates the collective behaviour of its users, allowing not only crowds to learn from an individual but individuals to learn from the crowds as well. Hence, the interactions enabled by social software can be one-on-one, one-to-many, or many-to-many.
Software bloat is a process whereby successive versions of a computer program become perceptibly slower, use more memory, disk space or processing power, or have higher hardware requirements than the previous version, while making only dubious user-perceptible improvements or suffering from feature creep. The term is not applied consistently; it is often used as a pejorative by end users (bloatware) to describe undesired user interface changes even if those changes had little or no effect on the hardware requirements. In long-lived software, perceived bloat can occur from the software servicing a large, diverse marketplace with many differing requirements. Most end users will feel they only need some limited subset of the available functions, and will regard the others as unnecessary bloat, even if end users with different requirements require those functions.
New media are forms of media that are computational and rely on computers and the Internet for redistribution. Some examples of new media are computer animations, video games, human-computer interfaces, interactive computer installations, websites, and virtual worlds.
The ethics of technology is a sub-field of ethics addressing the ethical questions specific to the Technology Age, the transitional shift in society wherein personal computers and subsequent devices provide for the quick and easy transfer of information. Technology ethics is the application of ethical thinking to the growing concerns of technology as new technologies continue to rise in prominence[1].
The social web is a set of social relations that link people through the World Wide Web. The social web encompasses how websites and software are designed and developed in order to support and foster social interaction. These online social interactions form the basis of much online activity including online shopping, education, gaming and social networking services. The social aspect of Web 2.0 communication has been to facilitate interaction between people with similar tastes. These tastes vary depending on who the target audience is, and what they are looking for. For individuals working in the public relation department, the job is consistently changing and the impact is coming from the social web. The influence held by the social network is large and ever changing.
A social networking service or SNS is an online platform which people use to build social networks or social relationships with other people who share similar personal or career content, interests, activities, backgrounds or real-life connections.
Social media are interactive technologies that facilitate the creation and sharing of information, ideas, interests, and other forms of expression through virtual communities and networks. While challenges to the definition of social media arise due to the variety of stand-alone and built-in social media services currently available, there are some common features:
Facebook is an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dustin Moskovitz, and Chris Hughes, its name comes from the face book directories often given to American university students. Membership was initially limited to Harvard students, gradually expanding to other North American universities and, since 2006, anyone over 13 years old. As of July 2022, Facebook claimed 2.93 billion monthly active users, and ranked third worldwide among the most visited websites as of July 2022. It was the most downloaded mobile app of the 2010s.
Facebook has been the subject of criticism and legal action. Criticisms include the outsize influence Facebook has on the lives and health of its users and employees, as well as Facebook's influence on the way media, specifically news, is reported and distributed. Notable issues include Internet privacy, such as use of a widespread "like" button on third-party websites tracking users, possible indefinite records of user information, automatic facial recognition software, and its role in the workplace, including employer-employee account disclosure. The use of Facebook can have negative psychological effects that include feelings of sexual jealousy, stress, lack of attention, and social media addiction that in some cases is comparable to drug addiction.
The Facebook Platform is the set of services, tools, and products provided by the social networking service Facebook for third-party developers to create their own applications and services that access data in Facebook.
Instagram is a photo and video sharing social networking service owned by American company Meta Platforms. The app allows users to upload media that can be edited with filters and organized by hashtags and geographical tagging. Posts can be shared publicly or with preapproved followers. Users can browse other users' content by tag and location, view trending content, like photos, and follow other users to add their content to a personal feed.
Since the arrival of early social networking sites in the early 2000s, online social networking platforms have expanded exponentially, with the biggest names in social media in the mid-2010s being Facebook, Instagram, Twitter and Snapchat. The massive influx of personal information that has become available online and stored in the cloud has put user privacy at the forefront of discussion regarding the database's ability to safely store such personal information. The extent to which users and social media platform administrators can access user profiles has become a new topic of ethical consideration, and the legality, awareness, and boundaries of subsequent privacy violations are critical concerns in advance of the technological age.
A filter bubble or ideological frame is a state of intellectual isolation that can result from personalized searches when a website algorithm selectively guesses what information a user would like to see based on information about the user, such as location, past click-behavior, and search history. As a result, users become separated from information that disagrees with their viewpoints, effectively isolating them in their own cultural or ideological bubbles. The choices made by these algorithms are only sometimes transparent. Prime examples include Google Personalized Search results and Facebook's personalized news-stream.
Google+ was a social network owned and operated by Google. The network was launched on June 28, 2011, in an attempt to challenge other social networks, linking other Google products like Google Drive, Blogger and YouTube. The service, Google's fourth foray into social networking, experienced strong growth in its initial years, although usage statistics varied, depending on how the service was defined. Three Google executives oversaw the service, which underwent substantial changes that led to a redesign in November 2015.
A second screen involves the use of a computing device to provide an enhanced viewing experience for content on another device, such as a television. In particular, the term commonly refers to the use of such devices to provide interactive features during a broadcast, such as a television program, especially social media posts on social media platforms, like Facebook and Twitter. This type of technology is designed to keep the audience engaged in whatever they are involved in. The use of a second screen has been found to support social television and generate an online conversation around the specific content.
Buffer is a software application for the web and mobile, designed to manage accounts in social networks, by providing the means for a user to schedule posts to Twitter, Facebook, Instagram, Instagram Stories, Pinterest, and LinkedIn, as well as analyze their results and engage with their community. It is owned by remote company Buffer Inc.
A mobile workspace is a user’s portable working environment that gives them access to the applications, files and services they need to do their job no matter where they are.
This article provides a detailed chronological account of the historical reception and criticism of security and privacy features in the WhatsApp messaging service.