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Social information processing is "an activity through which collective human actions organize knowledge." [1] 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.
Typically computer tools are used such as:
Although computers are often used to facilitate networking and collaboration, they are not required. For example the Trictionary in 1982 was entirely paper and pen based, relying on neighborhood social networks and libraries. The creation of the Oxford English Dictionary in the 19th century was done largely with the help of anonymous volunteers organized by help wanted ads in newspapers and slips of paper sent through the postal mail.
The website for the AAAI 2008 Spring Symposium on Social Information Processing suggested the following topics and questions: [2]
Social overload corresponds to being imposed to high amount of information and interaction on social web. Social overload causes some challenges from the aspect of both social media websites and their users. [3] Users need to deal with high volume of information and to make decisions among different social network applications whereas social network sites try to keep their existing users and make their sites interesting to users. To overcome social overload, social recommender systems has been utilized to engage users in social media websites in a way that users receive more personalized content using recommendation techniques. [3] Social recommender systems are specific types of recommendation systems being designed for social media and utilizing new sort of data brought by it, such as likes, comments, tags and so on, to improve effectiveness of recommendations. Recommendation in social media have several aspects like recommendation of social media content, people, groups and tags.
Social media lets users to provide feedback on the content produced by users of social media websites, by means of commenting on or liking the content shared by others and annotating their own-created content via tagging. This newly introduced metadata by social media helps to obtain recommendations for social media content with improved effectiveness. [3] Also, social media lets to extract the explicit relationship between users such as friendship and people followed/followers. This provides further improvement on collaborative filtering systems because now users can have judgement on the recommendations provided based on the people they have relationships. [3] There have been studies showing the effectiveness of recommendation systems which utilize relationships among users on social media compared to traditional collaborative filtering based systems, specifically for movie and book recommendation. [4] [5] Another improvement brought by social media to recommender systems is solving the cold start problem for new users. [3]
Some key application areas of social media content recommendation are blog and blog post recommendation, multimedia content recommendation such as YouTube videos, question and answer recommendation to question askers and answerers on social question-and-answer websites, job recommendation (LinkedIn), news recommendation on social new aggregator sites (like Digg, GoogleReader, Reddit etc.), short message recommendations on microblogs (such as Twitter). [3]
Also known as social matching (the term is proposed by Terveen and McDonald), people recommender systems deal with recommending people to people on social media. Aspects making people recommender systems distinct from traditional recommender systems and require special attention are basically privacy, trust among users, and reputation. [6] There are several factors which effect the choice of recommendation techniques for people recommendation on social networking sites (SNS). Those factors are related to types of relationships among people on social networking sites, such as symmetric vs asymmetric, ad-hoc vs long-term, and confirmed vs nonconfirmed relationships. [3]
The scope of people recommender systems can be categorized into three: [3] recommending familiar people to connect with, recommending people to follow and recommending strangers. Recommending strangers is seen as valuable as recommending familiar people because of leading to chances such as exchanging ideas, obtaining new opportunities, and increasing one’s reputation.
Handling with social streams is one of the challenges social recommender systems face with. [3] Social stream can be described as the user activity data pooled on newsfeed on social media websites. Social stream data has unique characteristics such as rapid flow, variety of data (only text content vs heterogenous content), and requiring freshness. Those unique properties of stream data compared to traditional social media data impose challenges on social recommender systems. Another challenge in social recommendation is performing cross-domain recommendation, as in traditional recommender systems. [3] The reason is that social media websites in different domains include different information about users, and merging information within different contexts may not lead to useful recommendations. For example, using favorite recipes of users in one social media site may not be a reliable source of information to effective job recommendations for them.
Participation of people in online communities, in general, differ from their participatory behavior in real-world collective contexts. Humans in daily life are used to making use of "social cues" for guiding their decisions and actions e.g. if a group of people is looking for a good restaurant to have lunch, it is very likely that they will choose to enter to a local that have some customers inside instead of one that it is empty (the more crowded restaurant could reflect its popularity and in consequence, its quality of service). However, in online social environments, it is not straightforward how to access to these sources of information which are normally being logged in the systems, but this is not disclosed to the users.
There are some theories that explain how this social awareness can affect the behavior of people in real-life scenarios. The American philosopher George Herbert Mead states that humans are social creatures, in the sense that people's actions cannot be isolated from the behavior of the whole collective they are part of because every individuals' act are influenced by larger social practices that act as a general behavior's framework. [7] In his performance framework, the Canadian sociologist Erving Goffman postulates that in everyday social interactions individuals perform their actions by collecting information from others first, in order to know in advance what they may expect from them and in this way being able to plan how to behave more effectively. [8]
In the same way that in the real-world, providing social cues in virtual communities can help people to understand better the situations they face in these environments, to alleviate their decision-making processes by enabling their access to more informed choices, to persuade them to participate in the activities that take place there, and to structure their own schedule of individual and group activities more efficiently. [9]
In this frame of reference, an approach called "social context displays" has been proposed for showing social information -either from real or virtual environments- in digital scenarios. It is based on the use of graphical representations to visualize the presence and activity traces of a group of people, thus providing users with a third-party view of what is happening within the community i.e. who are actively participating, who are not contributing to the group efforts, etc. This social-context-revealing approach has been studied in different scenarios (e.g. IBM video-conference software, large community displaying social activity traces in a shared space called NOMATIC*VIZ), and it has been demonstrated that its application can provide users with several benefits, like providing them with more information to make better decisions and motivating them to take an active attitude towards the management of their self and group representations within the display through their actions in the real-life. [9]
By making the traces of activity of users publicly available for others to access it is natural that it can raise users concerns related to which are their rights over the data they generate, who are the final users that can have access to their information and how they can know and control their privacy policies. [9] There are several perspectives that try to contextualize this privacy issue. One perspective is to see privacy as a tradeoff between the degree of invasion to the personal space and the number of benefits that the user could perceive from the social system by disclosing their online activity traces. [10] Another perspective is examining the concession between the visibility of people within the social system and their level of privacy, which can be managed at an individual or at a group level by establishing specific permissions for allowing others to have access to their information. Other authors state that instead of enforcing users to set and control privacy settings, social systems might focus on raising their awareness about who their audiences are so they can manage their online behavior according to the reactions they expect from those different user groups. [9]
Personal information management (PIM) is the study and implementation of the activities that people perform in order to acquire or create, store, organize, maintain, retrieve, and use informational items such as documents, web pages, and email messages for everyday use to complete tasks and fulfill a person's various roles ; it is information management with intrapersonal scope. Personal knowledge management is by some definitions a subdomain.
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.
Collaborative filtering (CF) is a technique used by recommender systems. Collaborative filtering has two senses, a narrow one and a more general one.
A recommender system, or a recommendation system, is a subclass of information filtering system that provides suggestions for items that are most pertinent to a particular user. Recommender systems are particularly useful when an individual needs to choose an item from a potentially overwhelming number of items that a service may offer.
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.
Computer-supported collaboration research focuses on technology that affects groups, organizations, communities and societies, e.g., voice mail and text chat. It grew from cooperative work study of supporting people's work activities and working relationships. As net technology increasingly supported a wide range of recreational and social activities, consumer markets expanded the user base, enabling more and more people to connect online to create what researchers have called a computer supported cooperative work, which includes "all contexts in which technology is used to mediate human activities such as communication, coordination, cooperation, competition, entertainment, games, art, and music".
Sentiment analysis is the use of natural language processing, text analysis, computational linguistics, and biometrics to systematically identify, extract, quantify, and study affective states and subjective information. Sentiment analysis is widely applied to voice of the customer materials such as reviews and survey responses, online and social media, and healthcare materials for applications that range from marketing to customer service to clinical medicine. With the rise of deep language models, such as RoBERTa, also more difficult data domains can be analyzed, e.g., news texts where authors typically express their opinion/sentiment less explicitly.
End-user development (EUD) or end-user programming (EUP) refers to activities and tools that allow end-users – people who are not professional software developers – to program computers. People who are not professional developers can use EUD tools to create or modify software artifacts and complex data objects without significant knowledge of a programming language. In 2005 it was estimated that by 2012 there would be more than 55 million end-user developers in the United States, compared with fewer than 3 million professional programmers. Various EUD approaches exist, and it is an active research topic within the field of computer science and human-computer interaction. Examples include natural language programming, spreadsheets, scripting languages, visual programming, trigger-action programming and programming by example.
Social search is a behavior of retrieving and searching on a social searching engine that mainly searches user-generated content such as news, videos and images related search queries on social media like Facebook, LinkedIn, Twitter, Instagram and Flickr. It is an enhanced version of web search that combines traditional algorithms. The idea behind social search is that instead of ranking search results purely based on semantic relevance between a query and the results, a social search system also takes into account social relationships between the results and the searcher. The social relationships could be in various forms. For example, in LinkedIn people search engine, the social relationships include social connections between searcher and each result, whether or not they are in the same industries, work for the same companies, belong the same social groups, and go the same schools, etc.
Cold start is a potential problem in computer-based information systems which involves a degree of automated data modelling. Specifically, it concerns the issue that the system cannot draw any inferences for users or items about which it has not yet gathered sufficient information.
Expertise finding is the use of tools for finding and assessing individual expertise. In the recruitment industry, expertise finding is the problem of searching for employable candidates with certain required skills set. In other words, it is the challenge of linking humans to expertise areas, and as such is a sub-problem of expertise retrieval.
GroupLens Research is a human–computer interaction research lab in the Department of Computer Science and Engineering at the University of Minnesota, Twin Cities specializing in recommender systems and online communities. GroupLens also works with mobile and ubiquitous technologies, digital libraries, and local geographic information systems.
Social translucence is a term that was proposed by Thomas Erickson and Wendy Kellogg to refer to "design digital systems that support coherent behavior by making participants and their activities visible to one another".
Collaborative search engines (CSE) are Web search engines and enterprise searches within company intranets that let users combine their efforts in information retrieval (IR) activities, share information resources collaboratively using knowledge tags, and allow experts to guide less experienced people through their searches. Collaboration partners do so by providing query terms, collective tagging, adding comments or opinions, rating search results, and links clicked of former (successful) IR activities to users having the same or a related information need.
Collaborative tagging, also known as social tagging or folksonomy, allows users to apply public tags to online items, typically to make those items easier for themselves or others to find later. It has been argued that these tagging systems can provide navigational cues or "way-finders" for other users to explore information. The notion is that given that social tags are labels users create to represent topics extracted from online documents, the interpretation of these tags should allow other users to predict the contents of different documents efficiently. Social tags are arguably more important in exploratory search, in which the users may engage in iterative cycles of goal refinement and exploration of new information, and interpretation of information contents by others will provide useful cues for people to discover topics that are relevant.
A user profile is a collection of settings and information associated with a user. It contains critical information that is used to identify an individual, such as their name, age, portrait photograph and individual characteristics such as knowledge or expertise. User profiles are most commonly present on social media websites such as Facebook, Instagram, and LinkedIn; and serve as voluntary digital identity of an individual, highlighting their key features and traits. In personal computing and operating systems, user profiles serve to categorise files, settings, and documents by individual user environments, known as ‘accounts’, allowing the operating system to be more friendly and catered to the user. Physical user profiles serve as identity documents such as passports, driving licenses and legal documents that are used to identify an individual under the legal system.
Social media mining is the process of obtaining data from user-generated content on social media in order to extract actionable patterns, form conclusions about users, and act upon the information. Mining supports targeting advertising to users or academic research. The term is an analogy to the process of mining for minerals. Mining companies sift through raw ore to find the valuable minerals; likewise, social media mining sifts through social media data in order to discern patterns and trends about matters such as social media usage, online behaviour, content sharing, connections between individuals, buying behaviour. These patterns and trends are of interest to companies, governments and not-for-profit organizations, as such organizations can use the analyses for tasks such as design strategies, introduce programs, products, processes or services.
Social navigation is a form of social computing introduced by Paul Dourish and Matthew Chalmers in 1994, who defined it as when "movement from one item to another is provoked as an artifact of the activity of another or a group of others". According to later research in 2002, "social navigation exploits the knowledge and experience of peer users of information resources" to guide users in the information space, and that it is becoming more difficult to navigate and search efficiently with all the digital information available from the World Wide Web and other sources. Studying others' navigational trails and understanding their behavior can help improve one's own search strategy by guiding them to make more informed decisions based on the actions of others.
A social bot, also described as a social AI or social algorithm, is a software agent that communicates autonomously on social media. The messages it distributes can be simple and operate in groups and various configurations with partial human control (hybrid) via algorithm. Social bots can also use artificial intelligence and machine learning to express messages in more natural human dialogue.
Social profiling is the process of constructing a social media user's profile using his or her social data. In general, profiling refers to the data science process of generating a person's profile with computerized algorithms and technology. There are various platforms for sharing this information with the proliferation of growing popular social networks, including but not limited to LinkedIn, Google+, Facebook and Twitter.
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