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| Social computing begins with the observation that humans—and human behavior—are 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's 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. | | Social computing begins with the observation that humans—and human behavior—are 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's 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. |
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− | 社会计算始于对人类和人类行为的深刻社会性的观察。从出生开始,人类就相互定位,随着他们的成长,他们逐渐形成了相互交流的能力。这包括从表达和手势到口头和书面语言。因此,人们对周围人的行为非常敏感,他们会根据自己的社会背景做出无数的决定。无论是在听众开始坐立不安时结束演讲,选择拥挤的餐厅而不是几乎空无一人的餐厅,还是因为其他人都在这样做而逆着光穿过马路,社会信息为推论、计划和协调活动提供了基础。
| + | 社会计算始于对人类和人类行为深刻的社会性的观察。从出生开始,人类就相互定位,随着他们的成长,他们逐渐形成了相互交流的能力。这包括从表达和手势到口头和书面语言。因此,人们对周围人的行为非常敏感,他们会根据自己的社会背景做出无数的决定。无论是在听众开始坐立不安时结束演讲,选择拥挤的餐厅而不是几乎空无一人的餐厅,还是因为其他人都在这样做而逆着光穿过马路,社会信息为推论、计划和协调活动提供了基础。 |
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| 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. | | 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. |
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| == Background == | | == Background == |
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− | = = 背景 = = | + | = = 背景 = = |
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| ===Technology infrastructure=== | | ===Technology infrastructure=== |
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| ===Technology infrastructure=== | | ===Technology infrastructure=== |
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− | = = = 技术基础设施 = = = | + | = = = 技术基础设施 = = = |
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| 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."<ref name="IGI Global"/> | | 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."<ref name="IGI Global"/> |
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| 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. 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. | | 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. 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. |
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− | 理论基础社会智能计算是一个新的术语,指的是个人最近为了理解人与计算机系统如何成为人与人使用的工具之间的中介而做出的努力。这些系统产生了新的行为,这些行为是人类和计算机之间复杂交互作用的结果,可以用几个不同的科学领域来解释。社会计算的基础在于对社会心理学和网络心理学的理解。社会心理学涵盖了诸如决策、说服、群体行为、个人吸引力以及促进健康和幸福的因素等主题。认知科学在理解社会计算和由个人需求/方式驱动的网络元素上的人类行为方面也发挥着巨大的作用。社会学也是一个因素,因为总体环境决定个人如何选择互动。
| + | 社会智能计算是一个新的术语,指的是个人最近努力理解的方式,人和计算机系统将证明有用的人和工具之间的中介人和人使用的工具。这些系统产生了新的行为,这些行为是人类和计算机之间复杂交互作用的结果,可以用几个不同的科学领域来解释。社会计算的基础在于对社会心理学和网络心理学的理解。社会心理学涵盖了诸如决策、说服、群体行为、个人吸引力以及促进健康和幸福的因素等主题。认知科学在理解社会计算和由个人需求/方式驱动的网络元素上的人类行为方面也发挥着巨大的作用。社会学也是一个因素,因为总体环境决定个人如何选择互动。 |
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| 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. | | 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. |
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| Social software can be any computational system that supports social interactions among groups of people. The following are examples of such systems. | | Social software can be any computational system that supports social interactions among groups of people. The following are examples of such systems. |
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− | = = = 社会性软件 = = 社会性软件可以是任何支持群体间社会性互动的计算系统。以下是这类系统的例子。
| + | 社交软件可以是任何支持群体间社交互动的计算系统。以下是这类系统的例子。 |
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| === Social media === | | === Social media === |
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| Social media has become an outlet that is one of the most widely used ways of interacting through computers. 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. | | Social media has become an outlet that is one of the most widely used ways of interacting through computers. 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. |
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− | 社交媒体已经成为一种出口,是最广泛使用的通过计算机进行交互的方式之一。虽然有许多不同的平台可以用于社交媒体,但它们都服务于通过电脑、移动设备等创建社交互动的同一个主要目的。社交媒体已经演变成不仅仅是通过文本的互动,而是通过图片、视频、 gif 和许多其他形式的多媒体。这为用户提供了一种与其他用户交互的增强方式,同时能够在计算交互期间更广泛地表达和共享。在过去的几十年里,社交媒体已经在社交计算领域发展起来并创造了许多著名的应用程序。
| + | 社交媒体已经成为一种出口,是最广泛使用的通过电脑进行交互的方式之一。虽然有许多不同的平台可以用于社交媒体,但它们都服务于通过电脑、移动设备等创建社交互动的同一个主要目的。社交媒体已经演变成不仅仅是通过文本的互动,而是通过图片、视频、 gif 和许多其他形式的多媒体。这为用户提供了一种与其他用户交互的增强方式,同时能够在计算交互期间更广泛地表达和共享。在过去的几十年里,社交媒体已经在社交计算领域发展起来并创造了许多著名的应用程序。 |
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| === Social networking === | | === Social networking === |
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| 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. | | 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. |
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− | = = = 社交网络 = = = 通过社交网络,人们能够利用平台来建立或加强人与人之间的社交网络/关系。这些人通常具有相似的背景、兴趣或者参与相同的活动。更多详细信息请参阅社交网络服务。
| + | 透过社交网络,人们可以利用平台建立或加强人与人之间的社交网络/关系。这些人通常具有相似的背景、兴趣或者参与相同的活动。更多详细信息请参阅社交网络服务。 |
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| === Wiki pages === | | === Wiki pages === |
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| 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. | | 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. |
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− | = = = Wiki pages = = = 一个 Wiki 为计算用户提供了一个机会,使他们可以通过协作实现一个共同的目标,并向公众提供内容; 无论是初学者还是专家用户。通过许多人的协作和努力,一个 wiki 页面对于可以做出的改进的数量没有限制。
| + | Wiki 为计算用户提供了一个机会,可以通过协作实现一个共同的目标,并向公众(包括新手用户和专家用户)提供内容。通过许多人的协作和努力,一个 wiki 页面对于可以做出的改进的数量没有限制。 |
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| === Blogs === | | === Blogs === |
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| thumb|Tumblr-2 | | thumb|Tumblr-2 |
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− | = = blog = = thumb | Tumblr-2
| + | 拇指 | Tumblr-2 |
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| 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. | | 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. |
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| 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. | | 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. |
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− | = = = = 在线游戏 = = = 在线游戏是一种社会行为使用在线游戏,同时与其他用户互动。在线游戏可以通过许多不同的平台来完成; 常见的平台包括个人电脑、 Xbox、 PlayStation 以及许多其他可以固定或移动的游戏机。
| + | 网络游戏是一种在与其他用户互动时使用网络游戏的社会行为。在线游戏可以通过许多不同的平台来完成; 常见的平台包括个人电脑、 Xbox、 PlayStation 以及许多其他可以固定或移动的游戏机。 |
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| === Online dating === | | === Online dating === |
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| 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. | | 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. |
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− | 在线约会创建了一个由 OkCupid、 eHarmony 和 match 等网站组成的社区。这些平台为用户提供了一种与其他目标与创建新关系相关的人进行交互的方式。在类似这样的网站上,用户之间的互动会因平台的不同而有所不同,但目标很简单: 通过在线社交互动建立关系。
| + | 在线约会创建了一个社区网站,如 OkCupid,eHarmony 和 match. com。这些平台为用户提供了一种与其他目标与创建新关系相关的人进行交互的方式。在类似这样的网站上,用户之间的互动会因平台的不同而有所不同,但目标很简单: 通过在线社交互动建立关系。 |
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| == Socially Intelligent Computing == | | == Socially Intelligent Computing == |
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| Groups of people interact with these social computing systems in a variety of ways, all of which may be described as 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. |
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− | = = 社会智能计算 = 一群人以各种方式与这些社会计算系统进行交互,所有这些都可以被称为社会智能计算。
| + | 一群人以各种各样的方式与这些社会计算系统进行交互,所有这些都可以被描述为社会智能计算。 |
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| === Crowdsourcing === | | === Crowdsourcing === |
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| 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. | | 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. |
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− | = = = 黑暗社交媒体 = = = 黑暗社交媒体是用来在个人之间进行协作的社交媒体工具,其内容应该只对参与者开放。然而,与移动电话呼叫或消息传递不同的是,信息从一个用户发送,通过媒介传输并存储在每个用户设备上,媒介没有数据实际内容的存储许可,越来越多的通信方法包括一个中央服务器,在那里所有的内容都被接收、存储,然后传输。这些新机制的一些例子包括 Google Doc,Facebook Messages 或 Snapchat。所有通过这些渠道传递的信息很大程度上由于用户自身和数据分析而无法解释。然而,除了他们各自的用户,提供这些服务的私人公司(Facebook,Twitter,Snapchat)对这些数据有完全的控制权。通过数字传递的图片、链接、推荐和信息的数量应该在市场营销计划中完全没有说明。
| + | 黑暗社交媒体是用来在个人之间进行协作的社交媒体工具,其内容应该只对参与者开放。然而,与移动电话呼叫或消息传递不同的是,信息从一个用户发送,通过媒介传输并存储在每个用户设备上,媒介没有数据实际内容的存储许可,越来越多的通信方法包括一个中央服务器,在那里所有的内容都被接收、存储,然后传输。这些新机制的一些例子包括 Google Doc,Facebook Messages 或 Snapchat。所有通过这些渠道传递的信息很大程度上由于用户自身和数据分析而无法解释。然而,除了他们各自的用户,提供这些服务的私人公司(Facebook,Twitter,Snapchat)对这些数据有完全的控制权。通过数字传递的图片、链接、推荐和信息的数量应该在市场营销计划中完全没有说明。 |
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| == Social Science Theories == | | == Social Science Theories == |
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| == Social Science Theories == | | == Social Science Theories == |
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− | = = 社会科学理论 = = | + | = = 社会科学理论 = = |
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| === Collective intelligence === | | === Collective intelligence === |
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| 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. | | 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. |
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− | = = = 集体智慧 = = = 集体智慧被认为是社会计算的一个领域,因为团队协作的方面。集体智能正在成为计算机科学的一个新兴领域,它为用户提供了一种在社会互动环境中通过集体努力获取知识的方式。
| + | 由于团队协作的方面,集体智能被认为是社会计算的一个领域。集体智能正在成为计算机科学的一个新兴领域,它为用户提供了一种在社会互动环境中通过集体努力获取知识的方式。 |
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| === Social perceptions === | | === Social perceptions === |
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| 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. | | 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. |
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− | 最近的研究已经开始着眼于人类和他们的计算机在群体中的相互作用。这一系列的研究聚焦于互动作为主要的分析单位,借鉴了心理学、社会心理学和社会学等领域的成果。
| + | 最近的研究已经开始着眼于人类和他们的电脑在群体中的互动。这一系列的研究聚焦于互动作为主要的分析单位,借鉴了心理学、社会心理学和社会学等领域的成果。 |
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| == Current Research == | | == Current Research == |
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| 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. 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. | | 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. 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. |
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− | 自2007年以来,社会计算机的研究越来越受到技术、商业和政治等多个领域的研究人员和专业人士的欢迎。一项由华盛顿州立大学附属机构进行的研究使用了一个包含术语“社会计算”的学术论文潜在语义学,发现社会计算的主题集中在知识发现、知识共享和内容管理这三大主题中。社会计算作为一个整体继续改变信息科学的研究方向,将社会方面扩展到技术和企业领域。像谷歌、思科和福克斯这样的公司和行业已经投资了这样的项目。通过社会计算机研究可能要回答的问题包括如何形成稳定的社区,这些社区如何进化,知识如何创造和处理,人们如何积极参与等等。
| + | 自2007年以来,社交计算的研究已经变得越来越受科技、商业和政治等多个领域的研究人员和专业人士的欢迎。一项由华盛顿州立大学附属机构进行的研究使用了一个包含术语“社会计算”的学术论文潜在语义学,发现社会计算的主题集中在知识发现、知识共享和内容管理这三大主题中。社会计算作为一个整体继续改变信息科学的研究方向,将社会方面扩展到技术和企业领域。像谷歌、思科和福克斯这样的公司和行业已经投资了这样的项目。通过社会计算机研究可能要回答的问题包括如何形成稳定的社区,这些社区如何进化,知识如何创造和处理,人们如何积极参与等等。 |
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| 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."<ref>{{Cite web|title = Social Computing - Microsoft Research|url = http://research.microsoft.com/en-us/groups/scg/|website = research.microsoft.com|access-date = 2015-04-23}}</ref> 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,<ref>{{Cite journal|url = http://research.microsoft.com/apps/pubs/default.aspx?id=69446|title = Hotmap: Looking at Geographic Attention|date = November 2007|access-date = 2015-04-23|journal = Microsoft Research|last = Fisher|first = Danyel|volume = 13|issue = 6|pages = 1184–91|doi = 10.1109/TVCG.2007.70561|pmid = 17968063}}</ref> SNARF,<ref>{{Cite web|title = SNARF - Microsoft Research|url = http://research.microsoft.com/en-us/projects/snarf/|website = research.microsoft.com|access-date = 2015-04-23}}</ref> Slam,<ref>{{Cite web|title = SLAM - Microsoft Research|url = http://research.microsoft.com/en-us/projects/slam/|website = research.microsoft.com|access-date = 2015-04-23}}</ref> and [[Wallop]]. MIT, however, has a goal of creating software that shapes our cities<ref name="media.mit.edu">{{Cite web|title = Social Computing {{!}} MIT Media Lab|url = https://www.media.mit.edu/research/groups/social-computing|website = www.media.mit.edu|access-date = 2015-04-23}}</ref> and more in depth:<blockquote>"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."<ref name="media.mit.edu"/></blockquote>The current research projects at the MIT social computing lab include The Dog Programming Language,<ref>{{Cite web|title = The Dog Programming Language|url = http://www.dog-lang.org/|website = www.dog-lang.org|access-date = 2015-04-23|url-status = dead|archive-url = https://web.archive.org/web/20150429141930/http://www.dog-lang.org/|archive-date = 2015-04-29}}</ref> Wildflower Montessori, and You Are Here.<ref>{{Cite web|title = You Are Here|url = http://youarehere.cc/|website = youarehere.cc|access-date = 2015-04-23}}</ref> A broad overview of what to expect from newly started Wildflower Montessori is as follows:<blockquote>"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."<ref name="media.mit.edu"/></blockquote> | | 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."<ref>{{Cite web|title = Social Computing - Microsoft Research|url = http://research.microsoft.com/en-us/groups/scg/|website = research.microsoft.com|access-date = 2015-04-23}}</ref> 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,<ref>{{Cite journal|url = http://research.microsoft.com/apps/pubs/default.aspx?id=69446|title = Hotmap: Looking at Geographic Attention|date = November 2007|access-date = 2015-04-23|journal = Microsoft Research|last = Fisher|first = Danyel|volume = 13|issue = 6|pages = 1184–91|doi = 10.1109/TVCG.2007.70561|pmid = 17968063}}</ref> SNARF,<ref>{{Cite web|title = SNARF - Microsoft Research|url = http://research.microsoft.com/en-us/projects/snarf/|website = research.microsoft.com|access-date = 2015-04-23}}</ref> Slam,<ref>{{Cite web|title = SLAM - Microsoft Research|url = http://research.microsoft.com/en-us/projects/slam/|website = research.microsoft.com|access-date = 2015-04-23}}</ref> and [[Wallop]]. MIT, however, has a goal of creating software that shapes our cities<ref name="media.mit.edu">{{Cite web|title = Social Computing {{!}} MIT Media Lab|url = https://www.media.mit.edu/research/groups/social-computing|website = www.media.mit.edu|access-date = 2015-04-23}}</ref> and more in depth:<blockquote>"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."<ref name="media.mit.edu"/></blockquote>The current research projects at the MIT social computing lab include The Dog Programming Language,<ref>{{Cite web|title = The Dog Programming Language|url = http://www.dog-lang.org/|website = www.dog-lang.org|access-date = 2015-04-23|url-status = dead|archive-url = https://web.archive.org/web/20150429141930/http://www.dog-lang.org/|archive-date = 2015-04-29}}</ref> Wildflower Montessori, and You Are Here.<ref>{{Cite web|title = You Are Here|url = http://youarehere.cc/|website = youarehere.cc|access-date = 2015-04-23}}</ref> A broad overview of what to expect from newly started Wildflower Montessori is as follows:<blockquote>"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."<ref name="media.mit.edu"/></blockquote> |
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| Computer science is the study of the principles and use of computers to study experimentation and theories. | | Computer science is the study of the principles and use of computers to study experimentation and theories. |
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− | = = 计算社会科学和计算机科学之间的差别 = = 计算社会科学可以定义为在许多尺度上对社会宇宙的跨学科研究,从个人行为者到通过计算媒介进行的最大分组。计算机科学是研究计算机的原理和使用,以研究实验和理论。
| + | 计算社会科学可以定义为在许多尺度上对社会宇宙的跨学科研究,从个人行为者到通过计算媒介进行的最大分组。计算机科学是研究计算机的原理和使用,以研究实验和理论。 |
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| == Conferences == | | == Conferences == |
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| * SIGCHI | | * SIGCHI |
| | | |
− | = = 会议 = =
| + | |
− | * 计算机支持的协同工作委员会 | + | * 计算机支持的协同工作 |
| * SIGCHI | | * SIGCHI |
| | | |
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− | 社交网络社交软件工程共生智能网络2.0研究机构麻省理工学院媒体实验室宇宙 GroupLens 2.0 HCII
| + | |
| + | * 电脑辅助沟通 |
| + | * 博弈论 |
| + | * 大众分类法 |
| + | * 群件 |
| + | * 人类计算 |
| + | * 人本计算 |
| + | * 多智能体系统 |
| + | * 开放式创新 |
| + | * 社交机器 |
| + | * 社交软件工程 |
| + | * 社会学 |
| + | * 共生智能 |
| + | * Web 2.0 |
| + | * 研究机构 |
| + | * |
| + | * 麻省理工学院媒体实验室 |
| + | * |
| + | * 宇宙 GroupLens |
| + | * |
| + | * HCII |
| | | |
| ==References== | | ==References== |
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| * Theoretical foundations of Social Computation | | * Theoretical foundations of Social Computation |
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− | = = = 外部链接 = = =
| + | |
− | * 社交计算的同行评审概述作者: Tom Erickson (IBM 研究)和 Elizabeth Churchill (雅虎!研究) | + | * 同行评审的社交电脑概览,作者为 IBM 研究部的 Tom Erickson 和伊丽莎白丘吉尔!研究) |
| * 社会机器-计算意味着连接-Wade Roush,麻省理工学院技术评论,2005年8月 | | * 社会机器-计算意味着连接-Wade Roush,麻省理工学院技术评论,2005年8月 |
| * 微软研究-社会计算集团家庭 | | * 微软研究-社会计算集团家庭 |