Social computing

Last updated

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 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.

Contents

History

Social computing begins with the observation that humansand human behaviorare profoundly social. From birth, humans orient to one another, and as they grow, they develop abilities for interacting with each other. This ranges from expression and gesture to spoken and written language. As a consequence, people are remarkably sensitive to the behavior of those around them and make countless decisions that are shaped by their social context. Whether it is wrapping up a talk when the audience starts fidgeting, choosing the crowded restaurant over the nearly deserted one, or crossing the street against the light because everyone else is doing so, social information provides a basis for inferences, planning, and coordinating activity.

The premise of 'Social Computing' is that it is possible to design digital systems that support useful functionality by making socially produced information available to their users. This information may be provided directly, as when systems show the number of users who have rated a review as helpful or not. Or the information may be provided after being filtered and aggregated, as is done when systems recommend a product based on what else people with similar purchase history have purchased. Alternatively, the information may be provided indirectly, as is the case with Google's page rank algorithms which orders search results based on the number of pages that (recursively) point to them. In all of these cases, information that is produced by a group of people is used to provide or enhance the functioning of a system. Social computing is concerned with systems of this sort and the mechanisms and principles that underlie them.

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. [1]

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." [2]

PLATO may be the earliest example of social computing in a live production environment with initially hundreds and soon thousands of users, on the PLATO computer system based in the University of Illinois at Urbana Champaign in 1973, when social software applications for multi-user chat rooms, group message forums, and instant messaging appeared all within that year. 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.

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.

Background

Technology infrastructure

The idea to engage users using websites to interact was first brought forth by Web 2.0 and was an advancement from Web 1.0 where according to Cormode, G. and Krishnamurthy, B. (2008): "content creators were few in Web 1.0 with the vast majority of users simply acting as consumers of content." [2]

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. [3]

By 2006, Of particular interest in the realm of social computing is social software for enterprise. Sometimes referred to as "Enterprise 2.0", [4] a term derived from Web 2.0, this 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

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. [1] [4]

Theoretical foundations

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 and can be explained by several different areas of science. The Foundations of Social Computing are deeply vested in the understanding of social psychology and cyberpsychology. Social psychology covers topics such as decision making, persuasion, group behavior, personal attraction, and factors that promote health and well-being. [5] Cognitive sciences also play a huge role in understanding Social computing and human behavior on networking elements driven by personal needs/means. Sociology is also a factor since overall environments decide how individuals choose to interact. [6]

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.

Social software

Social software can be any computational system that supports social interactions among groups of people. The following are examples of such systems.

Social media

Social media has become an outlet that is one of the most widely used ways of interacting through computers and mobile phones. Though there are many different platforms that can be used for social media, they all serve the same primary purpose of creating a social interaction through computers, mobile devices, etc. Social media has evolved into not just an interaction through text, but through pictures, videos, GIFs, and many other forms of multimedia. This has provided users an enhanced way to interact with other users while being able to more widely express and share during computational interaction. Within the last couple decades, social media has blown up and created many famous applications within the social computing arena. These sites also serve as digital marketing platforms, which is growing rapidly.

Social networking

Through social networking, people are able to use platforms to build or enhance social networks/relations among people. These are people who commonly share similar backgrounds, interests, or participate in the same activities. For more details see social networking service.

Wiki pages

A wiki provides computing users a chance to collaborate to come together with a common goal and provide content to the public; both novice and expert users. Through the collaboration and efforts of many, a wiki page has no limit for the number of improvements that can be made.

Blogs

Tumblr-2 Tumblr-2.svg
Tumblr-2

A blog, in social computing aspects, is more a way for people to follow a particular user, group, or company and comment on the progress toward the particular ideal being covered in the blog. This allows users to interact using the content that is provided by page admin as the main subject.

Five of the best blogging platforms [3] 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, [5] 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". [6] 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.

Online gaming

Online gaming is the social behavior of using an online game while interacting with other users. Online gaming can be done using a multitude of different platforms; common ones include personal computers, Xbox, PlayStation, and many more gaming consoles that can be stationary or mobile. Many of these applications include messaging between users.

Online dating

Online dating has created a community of websites like OkCupid, eHarmony, and Match.com. These platforms provide users with a way to interact with others that have goals relating to creating new relationships. The interaction between users in sites like these will differ based on the platform but the goal is simple; create relationships through online social interaction. People can meet more possible companions through online dating websites than they could at work or in their neighborhood.

Socially intelligent computing

Groups of people interact with these social computing systems in a variety of ways, all of which may be described as socially intelligent computing.

Crowdsourcing

Crowdsourcing consists of a group of participants that work collaboratively either for pay or as volunteers to produce a good or service. Crowdsourcing platforms like Amazon Mechanical Turk allow individuals to perform simple tasks that can be accumulated into a larger project.

Dark social media

The Dark social media is the social media tools used to collaborate between individuals where contents are supposed to be only available to the participants. However, unlike mobile phone calls or messaging where information is sent from one user, transmitted through a medium and stored on each user devices, with the medium having no storage permission of the actual content of the data, more and more communication methods include a centralized server where all the contents are received, stored, and then transmitted. Some examples of these new mechanisms include Google Doc, Facebook Messages or Snapchat. All of the information passes through these channels has largely been unaccounted for by users themselves and the data analytics. However, in addition to their respective users private companies (Facebook, Twitter, Snapchat) that provided these services do have complete control over such data. The number of images, links, referrals and information pass through digital is supposed to be completely unaccounted for in the marketing scheme of things.

Social science theories

Collective intelligence

Collective intelligence is considered an area of social computing because of the group collaboration aspect. Becoming a growing area in computer science, collective intelligence provides users with a way to gain knowledge through collective efforts in a social interactive environment.

Social perceptions

Recent research has begun to look at interactions between humans and their computers in groups. This line of research focuses on the interaction as the primary unit of analysis by drawing from fields such as psychology, social psychology, and sociology. [7] [8]

Current research

Since 2007, research in social computing has become more popular for researchers and professionals in multiple fields dealing with technology, business and politics. A study performed by affiliates of Washington State University used a Latent semantic analysis on academic papers containing the term "social computing" to find that topics in social computing converge into the three major themes of Knowledge Discovery, Knowledge Sharing and Content Management. [9] Social computing continues to shift the direction of research in Information Sciences as a whole, extending social aspects into technological and corporate domains. Companies and industries such as Google, Cisco and Fox have invested in such endeavors. Possible questions to be answered through social computing research include how to form stable communities, how these communities evolve, how knowledge is created and processed, how people are motivated to participate, etc. [10]

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." [11] 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, [12] SNARF, [13] Slam, [14] and Wallop. MIT, however, has a goal of creating software that shapes our cities [15] and more in depth:

"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." [15]

The current research projects at the MIT social computing lab include The Dog Programming Language, [16] Wildflower Montessori, and You Are Here. [17] 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." [15]

Conferences

See also

Related Research Articles

<span class="mw-page-title-main">Computing</span> Activity involving calculations or computing machinery

Computing is any goal-oriented activity requiring, benefiting from, or creating computing machinery. It includes the study and experimentation of algorithmic processes, and development of both hardware and software. Computing has scientific, engineering, mathematical, technological and social aspects. Major computing disciplines include computer engineering, computer science, cybersecurity, data science, information systems, information technology, digital art and software engineering.

The graphical user interface, or GUI, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, instead of text-based UIs, typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.

Ubiquitous computing is a concept in software engineering, hardware engineering and computer science where computing is made to appear anytime and everywhere. In contrast to desktop computing, ubiquitous computing can occur using any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, smart phones and terminals in everyday objects such as a refrigerator or a pair of glasses. The underlying technologies to support ubiquitous computing include Internet, advanced middleware, operating system, mobile code, sensors, microprocessors, new I/O and user interfaces, computer networks, mobile protocols, location and positioning, and new materials.

Social software, also known as social apps or social platform includes communications and interactive tools that are often based on the Internet. Communication tools typically handle capturing, storing and presenting 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 co-operation between people and the creation of online communities more than ever before. The opportunities offered by social software are instant connections and opportunities 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.

Computer-supported cooperative work (CSCW) is the study of how people utilize technology collaboratively, often towards a shared goal. CSCW addresses how computer systems can support collaborative activity and coordination. More specifically, the field of CSCW seeks to analyze and draw connections between currently understood human psychological and social behaviors and available collaborative tools, or groupware. Often the goal of CSCW is to help promote and utilize technology in a collaborative way, and help create new tools to succeed in that goal. These parallels allow CSCW research to inform future design patterns or assist in the development of entirely new tools.

In computer science, a software agent or software AI is a computer program that acts for a user or other program in a relationship of agency, which derives from the Latin agere : an agreement to act on one's behalf. Such "action on behalf of" implies the authority to decide which, if any, action is appropriate. Agents are colloquially known as bots, from robot. They may be embodied, as when execution is paired with a robot body, or as software such as a chatbot executing on a phone or other computing device. Software agents may be autonomous or work together with other agents or people. Software agents interacting with people may possess human-like qualities such as natural language understanding and speech, personality or embody humanoid form.

Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form, its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field.

<span class="mw-page-title-main">Interactivity</span> Interaction between users and computers

Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks.

The following outline is provided as an overview of and topical guide to human–computer interaction:

Human-centered computing (HCC) studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts. Human-centered computing is closely related to human-computer interaction and information science. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on ergonomics and the usability of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of information.

<span class="mw-page-title-main">Web 2.0</span> World Wide Web sites that use technology beyond the static pages of earlier Web sites

Web 2.0 refers to websites that emphasize user-generated content, ease of use, participatory culture and interoperability for end users.

In computer science, interactive computing refers to software which accepts input from the user as it runs.

<span class="mw-page-title-main">Tangible user interface</span>

A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which is no longer used. The purpose of TUI development is to empower collaboration, learning, and design by giving physical forms to digital information, thus taking advantage of the human ability to grasp and manipulate physical objects and materials.

Microsoft Research (MSR) is the research subsidiary of Microsoft. It was created in 1991 by Richard Rashid, Bill Gates and Nathan Myhrvold with the intent to advance state-of-the-art computing and solve difficult world problems through technological innovation in collaboration with academic, government, and industry researchers. The Microsoft Research team has more than 1,000 computer scientists, physicists, engineers, and mathematicians, including Turing Award winners, Fields Medal winners, MacArthur Fellows, and Dijkstra Prize winners.

Human-based computation (HBC), human-assisted computation, ubiquitous human computing or distributed thinking is a computer science technique in which a machine performs its function by outsourcing certain steps to humans, usually as microwork. This approach uses differences in abilities and alternative costs between humans and computer agents to achieve symbiotic human–computer interaction. For computationally difficult tasks such as image recognition, human-based computation plays a central role in training Deep Learning-based Artificial Intelligence systems. In this case, human-based computation has been referred to as human-aided artificial intelligence.

Gender HCI is a subfield of human-computer interaction that focuses on the design and evaluation of interactive systems for humans. The specific emphasis in gender HCI is on variations in how people of different genders interact with computers.

Social information processing is "an activity through which collective human actions organize knowledge." It is the creation and processing of information by a group of people. As an academic field Social Information Processing studies the information processing power of networked social systems.

<span class="mw-page-title-main">Human–computer interaction</span> Academic discipline studying the relationship between computer systems and their users

Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)".

Social Visualization is an interdisciplinary intersection of information visualization to study creating intuitive depictions of massive and complex social interactions for social purposes. By visualizing those interactions made not only in the cyberspace including social media but also the physical world, captured through sensors, it can reveal overall patterns of social memes or it highlights one individual's implicit behaviors in diverse social spaces. In particular, it is the study “primarily concerned with the visualization of text, audio, and visual interaction data to uncover social connections and interaction patterns in online and physical spaces. ACM Computing Classification System has classified this field of study under the category of Human-Centered Computing (1st) and Information Visualization (2nd) as a third level concept in a general sense.

<span class="mw-page-title-main">Chris Harrison (computer scientist)</span> American computer scientist

Chris Harrison is a British-born, American computer scientist and entrepreneur, working in the fields of human–computer interaction, machine learning and sensor-driven interactive systems. He is a professor at Carnegie Mellon University and director of the Future Interfaces Group within the Human–Computer Interaction Institute. He has previously conducted research at AT&T Labs, Microsoft Research, IBM Research and Disney Research. He is also the CTO and co-founder of Qeexo, a machine learning and interaction technology startup.

References

  1. 1 2 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
  2. 1 2 From Social Computing in Encyclopedia of Information Science and Technology, Third Edition. IGI Global, 2014, p. 6754.
  3. 1 2 Fitzpatrick, Jason. "Five Best Blogging Platforms." Lifehacker. N.p., 20 June 2010. Web. 22 Oct. 2016
  4. 1 2 A term coined by Andrew McAfee of Harvard Business School in the Spring 2006 MIT Sloan Management Review.
    McAfee, Andrew (2006). "Enterprise 2.0: The Dawn of Emergent Collaboration". MIT Sloan Management Review. 47 (3): 21–28.
  5. 1 2 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
  6. 1 2 Marlow, Cameron. "Audience, Structure and Authority in the Weblog Community." MIT Media Laboratory (2004): 1-9. Web. 26 Oct. 2016
  7. Posard, Marek (2014). "Status processes in human-computer interactions: Does gender matter?". Computers in Human Behavior. 37: 189–195. doi:10.1016/j.chb.2014.04.025.
  8. Posard, Marek; Rinderknecht, R. Gordon (2015). "Do people like working with computers more than human beings?". Computers in Human Behavior. 51: 232–238. doi: 10.1016/j.chb.2015.04.057 .
  9. Li, Yibai; Joshi, K.D. (July 29, 2012). "The State of Social Computing Research: A Literature Review and Synthesis using the Latent Semantic Analysis Approach". Association for Information Systems Electronic Library.
  10. Parameswaran, Manoj; Whinston, Andrew B. (June 2007). "Research Issues in Social Computing". Journal of the Association for Information Sciences. 8 (6).
  11. "Social Computing - Microsoft Research". research.microsoft.com. Retrieved 2015-04-23.
  12. Fisher, Danyel (November 2007). "Hotmap: Looking at Geographic Attention". Microsoft Research. 13 (6): 1184–91. doi:10.1109/TVCG.2007.70561. PMID   17968063. S2CID   9460480 . Retrieved 2015-04-23.
  13. "SNARF - Microsoft Research". research.microsoft.com. Retrieved 2015-04-23.
  14. "SLAM - Microsoft Research". research.microsoft.com. Retrieved 2015-04-23.
  15. 1 2 3 "Social Computing | MIT Media Lab". www.media.mit.edu. Retrieved 2015-04-23.
  16. "The Dog Programming Language". www.dog-lang.org. Archived from the original on 2015-04-29. Retrieved 2015-04-23.
  17. "You Are Here". youarehere.cc. Retrieved 2015-04-23.

Introduction to Computational Social Science: Principles and Applications . textbook by Claudio Cioffi-Revilla

Published at December 31,2013.page 2,3