Social Computing

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Social Computing

Social Computing

Abstract

The paper makes an attempt to discuss and reveal various aspects of the social computing. The first part of the paper describes the situation that became the basis for the beginning of the social computing. This part describes and provides information about Web 2.0. Afterwards, the section of background comes. In this background section, the paper defines the phenomenon of the social computing. The paper presents the definition of the social computing as system which supports the gathering, representation, processing and dissemination of social information, that is, information which is distributed across social collectivities such as teams, communities, organizations, cohorts and markets. After describing the basic definition of the social computing the paper moves in a flow and move on to describe the term social computing interactivity. It is the social computing interactivity that basically creates problems in this overall concept of the social computing. While talking about the purpose of the research the paper specifically jot down the research questions. The research questions that the paper aims to answer are as follows:

To discover the main concept of the social computing.

To explore the problems of the social computing in the field of education.

To explore the problems with the social computing in personal life

In order to answer the research questions paper presents various problems of the social computing in both education field and personal life. In personal life the main problem that this paper talks about with regard to the social computing is the matter of confidentiality and privacy. On the other hand, the paper describes how in the field of education, social computing is causing problems. The paper presents intriguing findings in these two fields.

Keywords

Social Computing, disadvantages of social computing, problems with social computing, disadvantages of social computing in the field of education, personal life and social computing, disadvantages of the social computing in personal life, social computing interactivity

Introduction

The term Web 2.0, coined by O' Rielly (2004), has been often used to describe a second generation of the internet, which envisages the web as a computing platform, rather than just a publishing platform, where users control their own data. This umbrella term has also been associated with any website that enables user participation, be it user to user, user to interface or user to website administrators/developers. Successful websites in this sphere capture the network effects arising out of the actions of the users of their website. For example, YouTube is popular because the more each user uses the site, which may be in the form of uploading videos, viewing them, giving comments or adding it to their list of favorites, more value is generated for other users. There have been several extensions to the term Web 2.0, and it does not lend itself to a clear definition. In order to scope our research, we focus on those websites where the user takes an active role in the use of the website, which may be in the form of creating content or modifying the interface, and can communicate, collaborate, ...
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