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Mobile Social Software
Mobile social software is a class of mobile applications which scope is to support social interaction among interconnected mobile users. Its basic idea is to overlay a location and time element to the idea of digital networking. It enables users to find one another, in a particular vicinity and time, for social or business networking. Social software and groupware: CSCL and CSCW The term itself has its roots in social software and Groupware, computer applications designed for the desktop environment and aiming at facilitating various forms of social interaction, with the former being oriented to Internet-based informal exchanges, daily tasks and entertainment and the latter focusing on collaborative work ( CSCW) or learning ( CSCL) within a well defined group. Two typical groups that would benefit from these applications are or school classmates. While the term social software, introduced by Clay Shirky in recent years, has gained much popularity, Groupware is not anymore a tren ...
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Social Software
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 application software, applications can all ...
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CSCW
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. History The origins of CSCW as a field are intertwined with the rise and subsequent fall of office automation as response to some of the criticisms, particularly the failure to address the impact human psychological and social behaviors can have. Greif and Cashman created the term CSCW to help employees seeking t ...
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Computer-supported Collaborative Learning
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource.Stahl, G., Koschmann, T., & Suthers, D. (2006). Computer-supported collaborative learning: An historical perspective. In R. K. Sawyer (Ed.)Cambridge handbook of the learning sciences(pp. 409-426). Cambridge, UK: Cambridge University Press. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously. The study of computer-supported collaborative learning draws on a number of academic disciplines, including instructional technology, educational psychology, sociology, cognitive psychology, and social psychology. It is related to collaborative learning and Computer Supported C ...
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Clay Shirky
Clay Shirky (born 1964) is an American pundit, writer, and consultant on the social and economic effects of Internet technologies and journalism. In 2017 he was appointed Vice Provost of Educational Technologies of New York University (NYU), after serving as Chief Information Officer at NYU Shanghai from 2014 to 2017. He also is an associate professor at the Arthur L. Carter Journalism Institute and Associate Arts Professor at the New York University Tisch School of the Arts, Tisch School of the Arts' Interactive Telecommunications Program. His courses address, among other things, the interrelated effects of the Network topology, topology of social networks and technological networks, how our networks shape culture and vice versa. He has written and been interviewed about the Internet since 1996. His columns and writings have appeared in ''Business 2.0'', ''The New York Times'', ''The Wall Street Journal'', the ''Harvard Business Review'' and ''Wired magazine, Wired''. Shirky div ...
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Geolocation
Geopositioning is the process of determining or estimating the geographic position of an object or a person. Geopositioning yields a set of Geographic coordinate system, geographic coordinates (such as latitude and longitude) in a given map datum. Geographic positions may also be expressed indirectly, as a distance in linear referencing or as a bearing and range from a known landmark. In turn, positions can determine a meaningful location, such as a street address. Geoposition is sometimes referred to as ''geolocation'', and the process of geopositioning may also be described as ''geo-localization''. Specific instances include: * animal geotracking, the process of inferring the location of animals over time; * positioning system, the mechanisms for the determination of geographic positions in general; * internet geolocation, geolocating a device connected to the internet; * and mobile phone tracking. Geofencing ''Geofencing'' involves creating a virtual geographic boundary (a g ...
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Social Networking
A social network is a social structure consisting of a set of social actors (such as individuals or organizations), networks of Dyad (sociology), dyadic ties, and other Social relation, social interactions between actors. The social network perspective provides a set of methods for analyzing the structure of whole social entities along with a variety of theories explaining the patterns observed in these structures. The study of these structures uses social network analysis to identify local and global patterns, locate influential entities, and examine dynamics of networks. For instance, social network analysis has been used in studying the spread of misinformation on social media platforms or analyzing the influence of key figures in social networks. Social networks and the analysis of them is an inherently Interdisciplinarity, interdisciplinary academic field which emerged from social psychology, sociology, statistics, and graph theory. Georg Simmel authored early structural th ...
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Social Software
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 application software, applications can all ...
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Toothing
Toothing was originally a hoax claim that Bluetooth-enabled mobile phones or PDAs were being used to arrange random sexual encounters, perpetrated as a prank on the media who reported it. The hoax was created by Ste Curran, then Editor at Large at the gaming magazine ''Edge'', and ex-journalist Simon Byron. They based it on the two concepts, namely dogging and bluejacking, that were popular at the time. The creators started a forum in March 2004 where they wrote fake news articles about toothing with other members and then sent them off to well-known Internet-based news services. The point of the hoax was to "highlight how journalists are happy to believe something is true without necessarily checking the facts". Dozens of news organizations, including BBC News, Wired News, and ''The Independent'' thought the toothing story was real and printed it. On April 4, 2005, Curran and Byron admitted that the whole thing was a hoax. There have, however, been real Bluetooth dating devices ...
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Lecture Notes In Computer Science
''Lecture Notes in Computer Science'' is a series of computer science books published by Springer Science+Business Media since 1973. Overview The series contains proceedings, post-proceedings, monographs, and Festschrifts. In addition, tutorials, state-of-the-art surveys, and "hot topics" are increasingly being included. The series is indexed by DBLP. See also *'' Monographiae Biologicae'', another monograph series published by Springer Science+Business Media *'' Lecture Notes in Physics'' *'' Lecture Notes in Mathematics'' *'' Electronic Workshops in Computing'', published by the British Computer Society image:Maurice Vincent Wilkes 1980 (3).jpg, Sir Maurice Wilkes served as the first President of BCS in 1957. The British Computer Society (BCS), branded BCS, The Chartered Institute for IT, since 2009, is a professional body and a learned ... References External links * Academic journals established in 1973 Computer science books Series of non-fiction books ...
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