Mobile community

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A mobile community is a group of people generally united by shared interests or goals who interact:

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<span class="mw-page-title-main">Community</span> Social unit which shares commonality

A community is a social unit with commonality such as place, norms, religion, values, customs, or identity. Communities may share a sense of place situated in a given geographical area or in virtual space through communication platforms. Durable good relations that extend beyond immediate genealogical ties also define a sense of community, important to their identity, practice, and roles in social institutions such as family, home, work, government, society, or humanity at large. Although communities are usually small relative to personal social ties, "community" may also refer to large group affiliations such as national communities, international communities, and virtual communities.

A virtual community is a social network of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services.

<span class="mw-page-title-main">SIM card</span> Integrated circuit card for a mobile device

A SIM card is an integrated circuit (IC) intended to securely store the international mobile subscriber identity (IMSI) number and its related key, which are used to identify and authenticate subscribers on mobile telephony devices. Technically the actual physical card is known as a universal integrated circuit card (UICC); this smart card is usually made of PVC with embedded contacts and semiconductors, with the SIM as its primary component. In practise the term "SIM card" refers to the entire unit and not simply the IC.

An online community, also called an internet community or web community, is a community whose members interact with each other primarily via the Internet. Members of the community usually share common interests. For many, online communities may feel like home, consisting of a "family of invisible friends". Additionally, these "friends" can be connected through gaming communities and gaming companies. Those who wish to be a part of an online community usually have to become a member via a specific site and thereby gain access to specific content or links.

<span class="mw-page-title-main">Internet culture</span> Culture that has emerged from the use of computer networks

Internet culture is a quasi-underground cyberculture developed and maintained among frequent and active users of the Internet who primarily communicate with one another online as members of online communities; that is, a culture whose influence is "mediated by computer screens" and Information Communication Technology, specifically the Internet.

<span class="mw-page-title-main">Clinic</span> Outpatient health care facility

A clinic is a health facility that is primarily focused on the care of outpatients. Clinics can be privately operated or publicly managed and funded. They typically cover the primary care needs of populations in local communities, in contrast to larger hospitals which offer more specialized treatments and admit inpatients for overnight stays.

Single sign-on (SSO) is an authentication scheme that allows a user to log in with a single ID to any of several related, yet independent, software systems.

Identity management (IdM), also known as identity and access management, is a framework of policies and technologies to ensure that the right users have the appropriate access to technology resources. IdM systems fall under the overarching umbrellas of IT security and data management. Identity and access management systems not only identify, authenticate, and control access for individuals who will be utilizing IT resources but also the hardware and applications employees need to access.

Hyperlocal is information oriented around a well-defined community with its primary focus directed toward the concerns of the population in that community. The term can be used as a noun in isolation or as a modifier of some other term. When used in isolation it refers to the emergent ecology of data, aggregators, publication mechanism and user interactions and behaviors which centre on a resident of a location and the business of being a resident. More recently, the term hyperlocal has become synonymous with the combined use of applications on mobile devices and GPS technology. Use of the term originated in 1991, in reference to local television news content.

Internet identity (IID), also online identity, online personality or internet persona, is a social identity that an Internet user establishes in online communities and websites. It may also be an actively constructed presentation of oneself. Although some people choose to use their real names online, some Internet users prefer to be anonymous, identifying themselves by means of pseudonyms, which reveal varying amounts of personally identifiable information. An online identity may even be determined by a user's relationship to a certain social group they are a part of online. Some can be deceptive about their identity.

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.

<span class="mw-page-title-main">J. D. Lasica</span>

Joseph Daniel Lasica is an American entrepreneur, public speaker and journalist. He is the author of Darknet: Hollywood's War Against the Digital Generation (ISBN 0-471-68334-5) (2005), a book about the copyright wars and the future of media.

Online ethnography is an online research method that adapts ethnographic methods to the study of the communities and cultures created through computer-mediated social interaction. As modifications of the term ethnography, cyber-ethnography, online ethnography and virtual ethnography designate particular variations regarding the conduct of online fieldwork that adapts ethnographic methodology. There is no canonical approach to cyber-ethnography that prescribes how ethnography is adapted to the online setting. Instead individual researchers are left to specify their own adaptations. Netnography is another form of online ethnography or cyber-ethnography with more specific sets of guidelines and rules, and a common multidisciplinary base of literature and scholars. This article is not about a particular neologism, but the general application of ethnographic methods to online fieldwork as practiced by anthropologists, sociologists, and other scholars.

The following outline is provided as an overview of topics relating to community.

<span class="mw-page-title-main">Mobile social network</span> Social networking on mobile devices

Mobile social networking is social networking where individuals with similar interests converse and connect with one another through their mobile phone and/or tablet. Much like web-based social networking, mobile social networking occurs in virtual communities.

A community of practice (CoP) is a group of people who "share a concern or a passion for something they do and learn how to do it better as they interact regularly". The concept was first proposed by cognitive anthropologist Jean Lave and educational theorist Etienne Wenger in their 1991 book Situated Learning. Wenger then significantly expanded on the concept in his 1998 book Communities of Practice.

Virtual graffiti consists of virtual or digital media applied to public locations, landmarks or surfaces. Virtual graffiti applications utilize augmented reality and ubiquitous computing to anchor virtual graffiti to physical landmarks or objects in the real world. The virtual content can then be viewed through digital devices. Virtual graffiti is aimed at delivering messaging and social multimedia content to mobile applications and devices based on the identity, location, and community of the user.

<span class="mw-page-title-main">Renren</span> Chinese social networking service

The Renren Network, formerly known as the Xiaonei Network, is a Chinese social networking service similar to Facebook. It was popular among college students. Renren Inc. has its headquarters in Chaoyang District, Beijing, with additional offices in Shanghai and Guangzhou. Renren had an $740m initial public offering (IPO) on the New York Stock Exchange in April 2011.

<span class="mw-page-title-main">Nomophobia</span> Fear or dislike of not having mobile phone

Nomophobia is a word for the fear of, or anxiety caused by, not having a working mobile phone. It has been considered a symptom or syndrome of problematic digital media use in mental health, the definitions of which are not standardized for technical and genetical reasons.

<span class="mw-page-title-main">Ghana Card</span> National identity card of Ghana

The Ghana Card is a national Identity card that is issued by the Ghanaian authorities to Ghanaian citizens – both resident and non-resident, and legally and permanently resident foreign nationals. It is proof of identity, citizenship and residence of the holder. The current version is in ID1 format and biometric.

References

  1. Rannenberg, Kai, Denis Royer, and André Deuker, eds. "The future of identity in the information society: Challenges and opportunities." Springer Science & Business Media, 2009.