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Social computing has to do with supporting "computations" that are carried out by groups of people, an idea that has been popularized in [[James Surowiecki|James Surowiecki's]] book, [[The Wisdom of Crowds]]. Examples of social computing in this sense include [[collaborative filtering]], [[online auctions]], [[prediction markets]], [[reputation systems]], computational social choice, tagging, and verification games. The [[social information processing]] page focuses on this sense of social computing.
 
Social computing has to do with supporting "computations" that are carried out by groups of people, an idea that has been popularized in [[James Surowiecki|James Surowiecki's]] book, [[The Wisdom of Crowds]]. Examples of social computing in this sense include [[collaborative filtering]], [[online auctions]], [[prediction markets]], [[reputation systems]], computational social choice, tagging, and verification games. The [[social information processing]] page focuses on this sense of social computing.
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社会计算与支持由群体执行的”计算“有关,这个想法在 James Surowiecki 的书《群体的智慧(The Wisdom of Crowds)》中得到了普及。这个意义上的社会计算的例子包括协同过滤、在线拍卖、预测市场、声誉系统、计算社会选择、标签和验证游戏。社会信息处理页面聚焦于这种社会计算的意义。
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James Surowiecki 的著作《群体的智慧(The Wisdom of Crowds)》使得社会计算的意义即支持由群体执行的”计算“得到普及。包括协同过滤、在线拍卖、预测市场、声誉系统、计算社会选择、标签和验证游戏等社会信息处理页面都聚焦于这种社会计算的意义。
    
== 背景 ==
 
== 背景 ==
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到2006年,社会化计算领域特别感兴趣的是企业社会化软件。有时被称为“ Enterprise 2.0”,这个术语来自 Web 2.0,它通常指的是在企业内部网和其他中型和大型商业环境中使用社会计算。它包括一类工具,允许网络和社会变化的企业在当时。它是 Web 2.0上商业工具的一个分层,带来了几个具有特定用途的应用程序和协作软件。
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'''Finance'''<blockquote>Electronic negotiation, which first came up in 1969 and was adapted over time to suit financial markets networking needs, represents an important and desirable coordination mechanism for electronic markets. Negotiation between agents (software agents as well as humans) allows cooperative and competitive sharing of information to determine a proper price. Recent research and practice has also shown that electronic negotiation is beneficial for the coordination of complex interactions among organizations. Electronic negotiation has recently emerged as a very dynamic, interdisciplinary research area covering aspects from disciplines such as Economics, Information Systems, Computer Science, Communication Theory, Sociology and Psychology.</blockquote>Social computing has become more widely known because of its relationship to a number of recent trends. These include the growing popularity of social software and Web 3.0, increased academic interest in social network analysis, the rise of open source as a viable method of production, and a growing conviction that all of this can have a profound impact on daily life. A February 13, 2006 paper by market research company Forrester Research suggested that:
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到2006年,社会计算领域尤其关注的是企业的社交软件。从Web2.0中发展出来,这些发展被称为“ Enterprise 2.0”,它通常指的是在企业内部网络或其他中型和大型商业环境中使用社会计算。它由一类工具组成,允许当时的企业进行网络和社会变革。它是在Web 2.0基础上的商业工具的一个分层,并且带来了一些具有特定用途的应用程序和协作软件。
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'''Finance'''<blockquote>Electronic negotiation, which first came up in 1969 and was adapted over time to suit financial markets networking needs, represents an important and desirable coordination mechanism for electronic markets. Negotiation between agents (software agents as well as humans) allows cooperative and competitive sharing of information to determine a proper price. Recent research and practice has also shown that electronic negotiation is beneficial for the coordination of complex interactions among organizations. Electronic negotiation has recently emerged as a very dynamic, interdisciplinary research area covering aspects from disciplines such as Economics, Information Systems, Computer Science, Communication Theory, Sociology and Psychology.
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电子谈判最初在1969年提出,并且随着时间的推移不断调整以适应金融市场的网络需求,这代表了电子市场的一个重要且理想的协商机制。代理人(包括软件代理和人类代理)之间的谈判允许合作性或竞争性地分享信息,以确定适当的价格。最近的研究和实践也表明,电子谈判有利于协调组织间的复杂互动。近年来,电子谈判已经成为了一个非常活跃的跨学科研究领域,涵盖了经济学、信息系统、计算机科学、传播学理论、社会学和心理学等学科。</blockquote>Social computing has become more widely known because of its relationship to a number of recent trends. These include the growing popularity of social software and Web 3.0, increased academic interest in social network analysis, the rise of open source as a viable method of production, and a growing conviction that all of this can have a profound impact on daily life. A February 13, 2006 paper by market research company Forrester Research suggested that: 由于社会计算与一些最新的趋势之间的关系,它正变得越来越广为人知。这些趋势包括社交软件和 Web 3.0的流行,社会网络分析的学术兴趣的增长,开源作为一种可行生产方式的兴起,以及人们越来越相信所有这些都会对日常生活产生深远影响。市场研究公司 Forrester Research 在2006年2月13日的一篇文章中指出:
 
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|Easy connections brought about by cheap devices, modular content, and shared computing resources are having a profound impact on our global economy and social structure. Individuals increasingly take cues from one another rather than from institutional sources like corporations, media outlets, religions, and political bodies. To thrive in an era of Social Computing, companies must abandon top-down management and communication tactics, weave communities into their products and services, use employees and partners as marketers, and become part of a living fabric of brand loyalists.<ref name=Schuler/><ref name=":0">A term coined by Andrew McAfee of [[Harvard Business School]] in the Spring 2006 [[MIT Sloan Management Review]].  <br>  {{cite journal | last1 = McAfee | first1 = Andrew | year = 2006 | title = Enterprise 2.0: The Dawn of Emergent Collaboration | journal = MIT Sloan Management Review | volume = 47 | issue = 3| pages = 21–28 }}</ref>
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|Easy connections brought about by cheap devices, modular content, and shared computing resources are having a profound impact on our global economy and social structure. Individuals increasingly take cues from one another rather than from institutional sources like corporations, media outlets, religions, and political bodies. To thrive in an era of Social Computing, companies must abandon top-down management and communication tactics, weave communities into their products and services, use employees and partners as marketers, and become part of a living fabric of brand loyalists.廉价设备、模块化内容和共享计算资源带来的便捷连接正在对我们的全球经济和社会结构产生深远影响。个人不再把企业、媒体、宗教和政治团体等机构作为线索来源,而是越来越多地从彼此的个人身上获取线索。因此,如果要在社会计算时代蓬勃发展,公司必须放弃自上而下的管理和沟通策略,并将社区融入他们的产品和服务中,利用员工和合作伙伴作为营销人员,并使他们成为活生生的品牌忠诚者的一部分。<ref name=Schuler/><ref name=":0">A term coined by Andrew McAfee of [[Harvard Business School]] in the Spring 2006 [[MIT Sloan Management Review]].  <br>  {{cite journal | last1 = McAfee | first1 = Andrew | year = 2006 | title = Enterprise 2.0: The Dawn of Emergent Collaboration | journal = MIT Sloan Management Review | volume = 47 | issue = 3| pages = 21–28 }}</ref>
 
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金融电子谈判于1969年首次提出,并经过一段时间的调整以适应金融市场网络化的需要,是电子市场的一个重要而理想的协调机制。代理(软件代理以及人类代理)之间的协商允许合作和竞争性的信息共享,以确定合适的价格。最近的研究和实践也表明,电子谈判有利于组织间复杂互动的协调。近年来,电子谈判已经成为一个非常活跃的科际整合领域,涵盖了经济学、信息系统、计算机科学、传播理论、社会学和心理学等学科的各个方面。由于社会计算与最近的一些趋势之间的关系,它已经变得越来越广为人知。其中包括社交软件和 Web 3.0的日益流行,社交网络分析的学术兴趣的增加,开源作为一种可行的生产方式的兴起,以及越来越多的人相信所有这一切都可以对日常生活产生深远的影响。市场研究公司 Forrester Research 在2006年2月13日的一篇论文中指出: 廉价设备、模块化内容和共享计算资源带来的便捷联系正在对我们的全球经济和社会结构产生深远的影响。个人越来越多地从彼此身上获得线索,而不是从公司、媒体、宗教和政治团体等机构渠道获得线索。为了在社会化计算时代繁荣发展,公司必须放弃自上而下的管理和沟通策略,将社区融入到他们的产品和服务中,将员工和合作伙伴作为营销人员,并成为品牌忠诚者活生生的结构的一部分。<br> 
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== Theoretical Foundations ==
 
== Theoretical Foundations ==
 
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 [[Human–computer interaction|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]], [[attraction (emotion)|personal attraction]], and factors that promote health and well-being.<ref name=Ip/> [[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.<ref name=Marlow/>
 
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 [[Human–computer interaction|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]], [[attraction (emotion)|personal attraction]], and factors that promote health and well-being.<ref name=Ip/> [[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.<ref name=Marlow/>
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