This document provides an overview of social media and social networks. It discusses key dimensions of social media systems including size of producer/consumer populations, pace of interaction, genre of basic elements, control of elements, types of connections, and retention of content. Examples are given for different social media types like asynchronous/synchronous conversations, social sharing, social networking, online markets, web/collaborative authoring, and blogs/podcasts. The rise of social media and how it has changed communication is also examined.
Social Media & Networking - Boon or Bane?Yash Mittal
A presentation on Social Networking - a boon or bane? The presentation takes a person through the history of social networking - how people interact today as compared to earlier times and mentions the social networks used by today's generation. Then it reviews the advantages and disadvantages of Social Networking and follows up with some Do's and Don'ts.
Social Media & Networking - Boon or Bane?Yash Mittal
A presentation on Social Networking - a boon or bane? The presentation takes a person through the history of social networking - how people interact today as compared to earlier times and mentions the social networks used by today's generation. Then it reviews the advantages and disadvantages of Social Networking and follows up with some Do's and Don'ts.
The Internet Society is an international, non-profit organization founded in 1992 to provide leadership in Internet related standards, education, and policy.
What is an Information Society
Why are Information Policies needed
What is an Information Policy
Elements of Information Policy
Who has Information Policies
E-Inclusion
Life Long Learning
E-Business strategies
Infrasture – physical (broadband/e-fibre)
Infrastructure – political / Legal and regulatory
Copyright, Intellectual Property, Data Protection, Freedom of Information
Regulation of Domain Name Spaces ( .ie)
E-government
Information Policy in Ireland
The social network is a theoretical construct useful in the social sciences to study relationships between individuals, groups, organizations, or even entire societies.
Using social media strategy in building the corporate brand image is a route a lot of people imagine they know - what with the number of influencers, opinion leaders, trend watchers, and spotters laying claims to so-called virile strategy which generate likes, impressions and conversations. However, that is not all there is to capturing corporate essence in an era of great cynicism. Using Social Media as a route to build corporate stature requires the need to develop and manage strategic partnerships, the monitoring of trends and applications of knowledge from trends in building conversations while measuring the impact of efforts in order to intensify or discontinue a course of action. Beyond this, this presentation attempts a historical perspective of the social media phenomenon as well as platform possibilities looking at the Nigerian context.
The Internet Society is an international, non-profit organization founded in 1992 to provide leadership in Internet related standards, education, and policy.
What is an Information Society
Why are Information Policies needed
What is an Information Policy
Elements of Information Policy
Who has Information Policies
E-Inclusion
Life Long Learning
E-Business strategies
Infrasture – physical (broadband/e-fibre)
Infrastructure – political / Legal and regulatory
Copyright, Intellectual Property, Data Protection, Freedom of Information
Regulation of Domain Name Spaces ( .ie)
E-government
Information Policy in Ireland
The social network is a theoretical construct useful in the social sciences to study relationships between individuals, groups, organizations, or even entire societies.
Using social media strategy in building the corporate brand image is a route a lot of people imagine they know - what with the number of influencers, opinion leaders, trend watchers, and spotters laying claims to so-called virile strategy which generate likes, impressions and conversations. However, that is not all there is to capturing corporate essence in an era of great cynicism. Using Social Media as a route to build corporate stature requires the need to develop and manage strategic partnerships, the monitoring of trends and applications of knowledge from trends in building conversations while measuring the impact of efforts in order to intensify or discontinue a course of action. Beyond this, this presentation attempts a historical perspective of the social media phenomenon as well as platform possibilities looking at the Nigerian context.
Blocked by YouTube - Unseen digital intermediation for social imaginaries in ...University of Sydney
YouTube is one of the most globally utilised online content sharing sites, enabling new commercial enterprise, education opportunities and facilities for vernacular creativity (Burgess, 2006). Its user engagement demonstrates significant capacity to develop online communities, alongside its arguably more popular use as a distribution platform to monetise one’s branded self (Senft, 2013). However, as a subset of Alphabet Incorporated, its access is often restricted by governments of Asian Pacific countries who disagree with the ideology of the business. Despite this, online communities thrive in these countries, bringing into question the sorts of augmentations used by its participants. This article reframes the discussion beyond restrictive regulation to focus on the DIY approach (augmentation) of community building through the use of hidden infrastructures (algorithms). This comparative study of key YouTube channels in several Asia Pacific countries highlights the sorts of techniques that bypass limiting infrastructures to boost online community engagement and growth. Lastly, this article reframes the significance of digital intermediation to highlight the opportunities key agents contribute to strengthening social imaginaries within the Asia Pacific region.
Cosine similarity-based algorithm for social networking recommendationIJECEIAES
Social media have become a discussion platform for individuals and groups. Hence, users belonging to different groups can communicate together. Positive and negative messages as well as media are circulated between those users. Users can form special groups with people who they already know in real life or meet through social networking after being suggested by the system. In this article, we propose a framework for recommending communities to users based on their preferences; for example, a community for people who are interested in certain sports, art, hobbies, diseases, age, case, and so on. The framework is based on a feature extraction algorithm that utilizes user profiling and combines the cosine similarity measure with term frequency to recommend groups or communities. Once the data is received from the user, the system tracks their behavior, the relationships are identified, and then the system recommends one or more communities based on their preferences. Finally, experimental studies are conducted using a prototype developed to test the proposed framework, and results show the importance of our framework in recommending people to communities.
Esta fue la presentación que finalmente me sirvió de base para el taller introductorio sobre social media del 9 de mayo 2011 en Málaga. A todos los que me ayudaron a prepararla (vía twitter y Linkedin) y a los que me inocularon la pasión por los Social Media, Gracias!!!Se admiten todos los comentarios y sugerencias que queráis hacerme.
Here is the presentation that finally became the basis for the introductory workshop on social media on 9 May 2011 in Malaga. To all who helped to prepare it (also via Twitter and LinkedIn) and inoculated in me the passion for Social Media, Thanks!
All comments and suggestions are welcome!!
More info at: https://aprendoylocuento.wordpress.com/2011/05/14/taller-muy-introdutorio-sobre-social-media-9-de-mayo-en-malaga/
The Implementation of Social Media for Educational Objectivestheijes
The International Journal of Engineering & Science is aimed at providing a platform for researchers, engineers, scientists, or educators to publish their original research results, to exchange new ideas, to disseminate information in innovative designs, engineering experiences and technological skills. It is also the Journal's objective to promote engineering and technology education. All papers submitted to the Journal will be blind peer-reviewed. Only original articles will be published.
The papers for publication in The International Journal of Engineering& Science are selected through rigorous peer reviews to ensure originality, timeliness, relevance, and readability.
Theoretical work submitted to the Journal should be original in its motivation or modeling structure. Empirical analysis should be based on a theoretical framework and should be capable of replication. It is expected that all materials required for replication (including computer programs and data sets) should be available upon request to the authors.
The International Journal of Engineering & Science would take much care in making your article published without much delay with your kind cooperation
The application layer sits at Layer 7, the top of the Open Systems Interconnection (OSI) communications model. It ensures an application can effectively communicate with other applications on different computer systems and networks. The application layer is not an application.
Immunizing Image Classifiers Against Localized Adversary Attacksgerogepatton
This paper addresses the vulnerability of deep learning models, particularly convolutional neural networks
(CNN)s, to adversarial attacks and presents a proactive training technique designed to counter them. We
introduce a novel volumization algorithm, which transforms 2D images into 3D volumetric representations.
When combined with 3D convolution and deep curriculum learning optimization (CLO), itsignificantly improves
the immunity of models against localized universal attacks by up to 40%. We evaluate our proposed approach
using contemporary CNN architectures and the modified Canadian Institute for Advanced Research (CIFAR-10
and CIFAR-100) and ImageNet Large Scale Visual Recognition Challenge (ILSVRC12) datasets, showcasing
accuracy improvements over previous techniques. The results indicate that the combination of the volumetric
input and curriculum learning holds significant promise for mitigating adversarial attacks without necessitating
adversary training.
CFD Simulation of By-pass Flow in a HRSG module by R&R Consult.pptxR&R Consult
CFD analysis is incredibly effective at solving mysteries and improving the performance of complex systems!
Here's a great example: At a large natural gas-fired power plant, where they use waste heat to generate steam and energy, they were puzzled that their boiler wasn't producing as much steam as expected.
R&R and Tetra Engineering Group Inc. were asked to solve the issue with reduced steam production.
An inspection had shown that a significant amount of hot flue gas was bypassing the boiler tubes, where the heat was supposed to be transferred.
R&R Consult conducted a CFD analysis, which revealed that 6.3% of the flue gas was bypassing the boiler tubes without transferring heat. The analysis also showed that the flue gas was instead being directed along the sides of the boiler and between the modules that were supposed to capture the heat. This was the cause of the reduced performance.
Based on our results, Tetra Engineering installed covering plates to reduce the bypass flow. This improved the boiler's performance and increased electricity production.
It is always satisfying when we can help solve complex challenges like this. Do your systems also need a check-up or optimization? Give us a call!
Work done in cooperation with James Malloy and David Moelling from Tetra Engineering.
More examples of our work https://www.r-r-consult.dk/en/cases-en/
Final project report on grocery store management system..pdfKamal Acharya
In today’s fast-changing business environment, it’s extremely important to be able to respond to client needs in the most effective and timely manner. If your customers wish to see your business online and have instant access to your products or services.
Online Grocery Store is an e-commerce website, which retails various grocery products. This project allows viewing various products available enables registered users to purchase desired products instantly using Paytm, UPI payment processor (Instant Pay) and also can place order by using Cash on Delivery (Pay Later) option. This project provides an easy access to Administrators and Managers to view orders placed using Pay Later and Instant Pay options.
In order to develop an e-commerce website, a number of Technologies must be studied and understood. These include multi-tiered architecture, server and client-side scripting techniques, implementation technologies, programming language (such as PHP, HTML, CSS, JavaScript) and MySQL relational databases. This is a project with the objective to develop a basic website where a consumer is provided with a shopping cart website and also to know about the technologies used to develop such a website.
This document will discuss each of the underlying technologies to create and implement an e- commerce website.
Hierarchical Digital Twin of a Naval Power SystemKerry Sado
A hierarchical digital twin of a Naval DC power system has been developed and experimentally verified. Similar to other state-of-the-art digital twins, this technology creates a digital replica of the physical system executed in real-time or faster, which can modify hardware controls. However, its advantage stems from distributing computational efforts by utilizing a hierarchical structure composed of lower-level digital twin blocks and a higher-level system digital twin. Each digital twin block is associated with a physical subsystem of the hardware and communicates with a singular system digital twin, which creates a system-level response. By extracting information from each level of the hierarchy, power system controls of the hardware were reconfigured autonomously. This hierarchical digital twin development offers several advantages over other digital twins, particularly in the field of naval power systems. The hierarchical structure allows for greater computational efficiency and scalability while the ability to autonomously reconfigure hardware controls offers increased flexibility and responsiveness. The hierarchical decomposition and models utilized were well aligned with the physical twin, as indicated by the maximum deviations between the developed digital twin hierarchy and the hardware.
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Water scarcity is the lack of fresh water resources to meet the standard water demand. There are two type of water scarcity. One is physical. The other is economic water scarcity.
3. Introduction to Social Media and
Social Networks
• how each click and key press builds
relationships that, in aggregate, form a vast
social network.
• social media tools such as email, blogs,
microblogs, and wikis eagerly send personal or
public messages, post strongly felt opinions,
or contribute to community knowledge to
develop partnerships, promote cultural
heritage, and advance development.
4. • Social networkers create and share digital media and
rate or recommend resources to pool their
experiences, provide help for neighbors and
colleagues, and express their creativity.
• The results are vast, complex networks of connections
that link people to other people, documents, locations,
concepts, and other objects.
• New tools to collect, analyze, visualize, and generate
insights from the collections of connections formed
from billions of messages, links, posts, edits, uploaded
photos and videos, reviews, and recommendations.
Introduction to Social Media and
Social Networks
5. A Historical Perspective
• Network science focuses on the study of patterns
of connection in a wide range of physical and
social phenomena.
• Network researchers have explored foundational
physical systems created by chemical and genetic
connections, webs of consumption of which
animals eat which others, and profound
distributed human social phenomena
• such as collective action, empathy, social cohesion,
privacy, responsibility, markets, motivation, and
trust
6. • Social media are used to create connections that
can bind local regions and span continents.
• These connections range from the trivial to the
most valued, potent collaborations,
relationships, and communities.
• Social media tools have been used to create
large-scale successful collaborative public
projects like Wikipedia, open source software
used by millions, new forms of political
participation, and scientific collaboratories that
accelerate research.
A Historical Perspective
7. The Rise of Social Media as Consumer
Applications
• As enterprises adopt tools like email, message
boards, blogs, wikis, document sharing, and
activity streams, they generate a number of
social network data structures.
• These networks contain information that has
significant business value by exposing
participants in the business network who play
critical and unique roles.
8. • Network analysis can be focused on three separate
regions of commerce:
1. organizational network analysis,
2. value network analysis, and
3. influence analysis,
• which map loosely to internal, vendor, and consumer
populations.
• In each segment, network analysis is a useful method
for identifying choke points and positions of leverage,
locating expertise, and enhancing innovation.
The Rise of Social Media as Consumer
Applications
9. Individual Contributions Generate
Public Wealth
• Community managers and participants can learn to use
social network maps of their social media spaces to
cultivate their best features and limit negative outcomes.
• Social network measures and maps can be used to gain
insights into collective activity and guide optimization of
their productive capacity while limiting the destructive
forces that plague most efforts at computer-mediated
communications.
• People interested in cultivating these communities can
measure and map social media activity in order to compare
and contrast social media efforts to one another.
10. • Around the world, community stakeholders, managers, leaders, and
members have found that they can all benefit from learning how to
apply social network analysis methods to study, track, and compare the
dynamics of their communities and the influence of individual
contributions.
• Business leaders and analysts can study enterprise social networks to
improve the performance of organizations by identifying key
contributors, locating gaps or disconnections across the organization,
and discovering important documents and other digital objects.
• Marketing and service directors can use social media network analysis
to guide the promotion of their products and services, track
compliments and complaints, and respond to priority customer
requests.
• Community managers can apply these techniques to public-facing
systems that gather people around a common interest and ensure that
socially productive relationships are established.
Individual Contributions Generate
Public Wealth
12. • Social mediating technologies have engendered
radically new ways of working, playing, and
creating meaning, leaving an indelible mark on
nearly every domain imaginable.
• Collection of email, Twitter, mobile short text
messages, shared photos, podcasts, audio and
video streams, blogs, wikis, discussion groups,
virtual reality game environments, and social
networking sites like Facebook and MySpace to
connect them to the world and the people they
care about.
• people access these tools using mobile devices
that can tie content to locations in real time.
Social Media : Introduction
13. podcast
• A podcast is an episodic series of digital audio
files that a user can download to a personal
device for easy listening.
• https://myspace.com/ - social networking to
become a curated music and entertainment
site
14. Social Media : Introduction
• online social media tools is that they produce
an enormous amount of social data that can
be used to better understand the people,
organizations, and communities
15. Social Media Defined
• Social media refers to a set of online tools that
supports social interaction between users.
16. Traditional media Vs Social Media
• as television and books that deliver content to
mass populations but do not facilitate the
creation or sharing of content by users.
• Social media is about “transforming
monologue (one-to-many) into dialog (many-
to-many).
17. many-to-many
• the read/write web, social computing, social
software, collective action tools,
sociotechnical systems, computer-mediated
communication, groupware, computer
supported cooperative work (CSCW), virtual or
online communities, user-generated content,
and consumer-generated media.
18. Social Media
• Social media tools allow users to collaboratively create,
find, share, evaluate, and make sense of the mass of
information available online.
• Allow users to connect, inform, inspire, and track other
people.
• social action and technological infrastructure allows
entirely new ways of collaborating.
• Users can receive personalized recommendations based on
the prior purchasing habits of thousands of other “similar”
people, identify high-quality news stories based on real-
time voting by the crowd, collaboratively author the
world’s largest and most-read encyclopedia, and instantly
notify hundreds of followers about an online video
presentation they found insightful.
19. Social Media Design Framework
• technical design :
– Who can see what?
– Who can reply to whom?
– How long is content visible?
– What can link to what?
– Who can link to whom?
20. • Six key dimensions:
1. Size of producer and consumer population
2. Pace of interaction
3. Genre of basic elements
4. Control of basic elements
5. Types of connections
6. Retention of content
Social Media Design Framework
21. Size of Producer and Consumer
Population
• In most social media systems, producers and
consumers are drawn from the same set of users.
• Users are producers one moment and consumers
the next.
• differentiating between those who produce and
consume content can be useful in comparing
social media systems, even if the set of producers
and consumers are not mutually exclusive
22. Examples
• An email is usually authored by just one person,
whereas a wiki document is likely to be authored
by several or even hundreds of people.
• An individually authored email might be sent to
just one other person or be broadcasted to
thousands.
• Social media tools support different scales of
production and consumption of digital objects.
23. Table 2.1. Examples of Social Media and Pre-digital
Media Systems Organized by the Size of Producer and
Consumer Populations
24. Pace of Interaction
• https://alandix.com/academic/papers/pace/
• distinction has been made between
asynchronous and synchronous
communication.
25. Asynchronous communication
systems
• Asynchronous systems like email, discussion
forums, and voicemail presume a staccato
pattern of interaction spread out over hours or
days or weeks.
• Though less immediate, these systems have the
advantage of allowing each participant to
schedule their participation without much
coordination with other people who may be in a
wide range of time zones.
• They also encourage more careful contributions.
26. Synchronous systems
• like chat, instant messaging, videoconferencing,
and graphical worlds, require that partners
interact at the same time, as in face-to-face
interactions and telephone calls.
27. Tools
• Google Buzz and Google Chat are now
integrated with the widely used Gmail web
email system, again blurring the distinction
between synchronous and asynchronous
modes of communication.
28. Genre of Basic Elements
• Digital objects, the basic elements of social
media systems, vary in size and type.
• Twitter posts (i.e., tweets) are limited to 140
characters, whereas email messages are
typically a few lines to a few paragraphs in
length.
29. • Size limits of instant messaging are not
typically enforced, design choices such as the
size of the text box and messaging window
promote brevity.
• MediaWiki (the wiki platform used by
Wikipedia) supports six levels of headers and
automatically generates a table of contents,
making it relatively easy to create large pages.
Genre of Basic Elements
30. Distinct type of digital object
• videos at YouTube,
• photos at Flickr,
• bookmarks (i.e., web site URLs) at Delicious,
• books at Amazon,
• music or podcasts at iTunes,
• TV shows at Hulu,
• people at Facebook,
• tweets at Twitter,
• messages at discussion forums or email lists,
• pages at Wikipedia,
• products at eBay,
• presentations at SlideShare,
• 3D objects in Second Life, and
• career professionals at LinkedIn.
31. different levels and mechanisms of
engagement.
• virtual worlds more closely model embodied
physical interactions, where avatars can convey
meaning through proximity and orientation
• virtual worlds like Webkinz use cartoon
characters, while multiplayer games like World of
Warcraft include realistic-looking creatures.
• https://www.webkinz.com/
• type of media (e.g., video, audio, text, 3D model)
32. • Facebook include many basic elements:
– profile pages,
– wall posts,
– personal messages,
– applications,
– instant messages,
– notes,
– groups,
– photos,
– tags,
– status updates, and so on.
• Wikipedia has
– user pages,
– talk pages,
– articles,
– edits,
– categories, and so forth.
• Even in these systems, identifying the basic elements of the system is
important because they are the building blocks of the interactions. They are
also the building blocks of networks when they are connected together or
exchanged,
Genre of Basic Elements
33. Control of Basic Elements
• To restrict who can create, edit, read, invite,
respond to, subscribe to, and share content of
various types.
• differentiate between anonymous users,
registered users, and those with special
privileges such as administrators.
34. • To allow anyone to read the messages created by
the community.
• This helps reduce spam by creating a higher barrier
to entry, while still allowing anyone access to the
content.
• It also allows users to exclude participants they
define as social deviants.
• In other discussion communities of a more sensitive
nature (e.g., patient support groups),
• access to content can be limited along with
contribution until a person is registered, a process
that may require some type of approval process by
current administrators.
Control of Basic Elements
35. • eBay require users to provide validated credit
card information before they can sell items.
• closing a community off too much may reduce
the number of contributors, whereas openness
may attract high-quality contributions that
include combating the effects of spam and abuse.
• Right types of barriers to entry can be an
important part of online community building and
one that deserves careful consideration
Control of Basic Elements
36. Examples of Social Media Categorized by the
Pace of Interaction and the Granularity of
Control over Content
37. Types of Connections
• social media systems can be connected to one
another explicitly or implicitly.
1. Users intentionally and knowingly create
explicit connections
2. implicit connections are inferred from online
behaviors.
38. explicit social media connection
• It is friending on social networking sites,
where both people must approve the
connection before it is realized.
• Examples : Twitter, hyperlinking a wiki page to
another page, tagging two photos or videos
with the same tag, and adding someone to an
IM buddy list.
39. Implicit connections
• It can be inferred when a person sends
another person an email message, “favorites”
content (and by extension its author), replies
to a discussion post, or “pokes,” “waves,” or
“throws sheep” at another user as some sites
allow.
40. • hosts or owners of social media systems such
as reading patterns of discussion forums,
music downloads, patterns of telephone calls,
and location information.
Types of Connections
41. distinction is between directed and
undirected connections.
• Undirected : If you and another person become
friends on Facebook, the connection is a mutual
one.
• Likewise, if you both are tagged as an “expert,”
then you are connected by an association that
is mutual and thus undirected.
42. • directed : some systems like Twitter allow people
to follow other users without first gaining those
users’ approval.
• This creates a different type of tie, where the
directionality of the tie is important (i.e., who is
following whom).
• Directed ties are also created when a person
invites another person, favorites content, and
creates a hyperlink from one page pointing to
another page
distinction is between directed and
undirected connections.
43. • connections mean different things and can have
different weights and values.
• For example, two people on Facebook can either
be friends or not be friends;
• it is a binary connection that is either on or off.
• In contrast, two Facebook friends may send each
other personal messages.
• The strength of their messaging connection could
be measured based on the number of messages
or the number of different days they each sent
one another messages.
Types of Connections
44. What type of connection
• For example, if Marc sent 10 messages to Ben
last week and only 1 to Derek, it is probably
safe to say that last week Marc was more
strongly connected to Ben than to Derek (at
least via that messaging medium).
45. Retention of Content
• how long content is retained
• wikis that typically create a permanent history of
all actions that occurred in the system
• each action recorded and stored, it is made
available on article history pages and user
contribution pages.
• instant messaging or voice-over Internet Protocol
(IP) systems do not centrally record the
interactions at all, allowing for fleeting exchanges
more reminiscent of most face-to-face
conversations.
46. • retention policies depending on the specific
product or user settings.
• For example, some instant messaging clients
do not archive conversations, whereas other
clients retain them by default.
• Likewise, some email lists create a searchable
archive of prior messages sent to the list,
whereas others do not.
Retention of Content
47. Important : Retention of Content
• to realize that even if there is no centralized
archive, individuals at the end points of these
services may archive content and make it public
at a later date.
• People can collect email messages, record Skype
calls, log chat sessions, and collect most digital
content fairly easily.
• easy data collection, retention, analysis, and
publication suggesting prudence in using social
media systems.
48. Social Media Examples : Types of Social Media Listed with
Example Services
Social Media Type Examples
ASYNCHRONOUS THREADED CONVERSATION
Email Gmail, Hotmail, AIM Mail, Yahoo! Mail,
MS Outlook
BBS, discussion forums, Usenet newsgroups, email lists Slashdot, Google groups, Yahoo!
Groups, Yahoo! Answers, Listserv
SYNCHRONOUS CONVERSATIONS
Chat, instant messaging, texting UNIX Talk, IRC, Yahoo! Messenger,
MSN Messenger, AIM, Google Talk,
ChaCha
Audio and videoconferencing Skype, Gizmo, iChat, Window’s Live
49. Social Media Examples : Types of Social Media Listed with
Example Services
SOCIAL SHARING
Video and TV YouTube, Hulu, Netflix, Vimeo,
Chatroulette
Photo and art Flickr, Picasso, deviantART
Music Last.Fm; imeem; Sonic Garden
Bookmarks, news, and books Delicious, Digg, Reddit, StumbleUpon,
Goodreads, LibraryThing, citeulike
SOCIAL NETWORKING SERVICES
Social and dating Facebook, MySpace, BlackPlanet, Tagged,
eHarmony, Match
Professional LinkedIn, Plaxo, XING
Niche networks Ning (e.g., classroom 2.0), Ravelry,
Grou.ps
ONLINE MARKETS AND PRODUCTION
Financial transaction eBay, Amazon, craigslist, Kiva
User-generated products Instructables, Threadless, TopCoder,
Sourceforge, Codeplex
Review sites ePinions, Amazon, Angie’s List, Yelp
50. Social Media Examples : Types of Social Media Listed with
Example Services
WORLD WIDE WEB TRADITIONAL WEB SITES, HOMEPAGES,
AND DOCUMENTS
Corporate, organizational, and government
websites and documents
Ford.com, UMD.edu, Prevent.org, Serve.gov;
Data.gov
Homepages Faculty member websites, artists’ portfolio
websites, family history websites
COLLABORATIVE AUTHORING
Wiki Wikipedia, Wikia (Lostpedia), pbwiki, wetpaint
Shared documents Google Docs, Zoho, Etherpad
BLOGS AND PODCASTS
Blogs LiveJournal, Blogger, WordPress
Microblogs and activity streams Twitter, Yammer, Buzz, Activity Streams
Multimedia blogs and podcasts Vlogs (video blogs such as Qik), photo blogs
(Fotolog, FAILblog.org), moblog (mobile
blogging such as moblog.net), podcasts (iTunes,
NPR)