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'''Social computing''' is an area of [[computer science]] that is concerned with the intersection of [[social behavior]] and computational systems. It is based on creating or recreating social conventions and social contexts through the use of software and technology. Thus, [[blogs]], [[email]], [[instant messaging]], [[social network services]], [[wikis]], [[social bookmarking]] and other instances of what is often called [[social software]] illustrate ideas from social computing.       
 
'''Social computing''' is an area of [[computer science]] that is concerned with the intersection of [[social behavior]] and computational systems. It is based on creating or recreating social conventions and social contexts through the use of software and technology. Thus, [[blogs]], [[email]], [[instant messaging]], [[social network services]], [[wikis]], [[social bookmarking]] and other instances of what is often called [[social software]] illustrate ideas from social computing.       
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社会计算是指社会行为和计算系统交叉融合而成的计算机科学的研究领域。它的基础是通过使用软件和技术创造或再创造社会习俗和社会情境(也即使用信息系统作为社会交互的场所,并使用信息系统作为数据收集和处理的空间)。因此,博客、电子邮件、社交即时通讯、社交网络服务、维基、社交书签和其他经常被称为社交软件的实例阐释了社会计算的思想。
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'''社会计算'''是指社会行为和计算系统交叉融合而成的计算机科学的研究领域。它的基础是通过使用软件和技术创造或再创造社会习俗和社会情境(也即使用信息系统作为社会交互的场所,并使用信息系统作为数据收集和处理的空间)。因此,博客、电子邮件、社交即时通讯、社交网络服务、维基、社交书签和其他经常被称为社交软件的实例阐释了社会计算的思想。
    
== History 起源与历史 ==
 
== History 起源与历史 ==
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     <blockquote>"Social Computing" refers to systems that support the gathering, representation, processing, use, and dissemination of information that is distributed across social collectivities such as teams, communities, organizations, and markets. Moreover, the information is not "anonymous" but is significantly precise because it is linked to people, who are in turn linked to other people.“社会计算”是指支持收集、表示、处理、使用和传播分布在团队、社区、组织和市场等社会集体中的信息的系统。这些信息非常精确而非真正“匿名”,因为它连接了人,而人又与他人连接在一起。<ref name="Schuler">From "Social Computing", introduction to Social Computing special edition of the Communications of the ACM, edited by Douglas Schuler, Volume 37, Issue 1 (January 1994), Pages: 28 - 108</ref></blockquote>
 
     <blockquote>"Social Computing" refers to systems that support the gathering, representation, processing, use, and dissemination of information that is distributed across social collectivities such as teams, communities, organizations, and markets. Moreover, the information is not "anonymous" but is significantly precise because it is linked to people, who are in turn linked to other people.“社会计算”是指支持收集、表示、处理、使用和传播分布在团队、社区、组织和市场等社会集体中的信息的系统。这些信息非常精确而非真正“匿名”,因为它连接了人,而人又与他人连接在一起。<ref name="Schuler">From "Social Computing", introduction to Social Computing special edition of the Communications of the ACM, edited by Douglas Schuler, Volume 37, Issue 1 (January 1994), Pages: 28 - 108</ref></blockquote>
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More recent definitions, however, have foregone the restrictions regarding anonymity of information, acknowledging the continued spread and increasing pervasiveness of social computing. As an example, Hemmatazad, N. (2014) defined social computing as "the use of computational devices to facilitate or augment the social interactions of their users, or to evaluate those interactions in an effort to obtain new information."<ref name="IGI Global">From ''Social Computing'' in Encyclopedia of Information Science and Technology, Third Edition. IGI Global, 2014, p. 6754.</ref>
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More recent definitions, however, have foregone the restrictions regarding anonymity of information, acknowledging the continued spread and increasing pervasiveness of social computing. As an example, Hemmatazad, N. (2014) defined social computing as "the use of computational devices to facilitate or augment the social interactions of their users, or to evaluate those interactions in an effort to obtain new information."
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然而,最近的定义已经放弃了关于信息匿名性的限制,承认社会计算的持续传播和日益普遍的存在。例如,Hemmatazad (2014)将社会计算定义为“使用计算设备来促进或增强用户的社会互动,或者评估这些互动以获取新信息。“
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然而,最近的定义已经放弃了关于信息匿名性的限制,承认社会计算的持续传播和日益普遍的存在。例如,Hemmatazad (2014)将社会计算定义为“使用计算设备来促进或增强用户的社会互动,或者评估这些互动以获取新信息。”<ref name="IGI Global">From ''Social Computing'' in Encyclopedia of Information Science and Technology, Third Edition. IGI Global, 2014, p. 6754.</ref>
    
[[PLATO (computer system)|PLATO]] may be the earliest example of social computing in a live production environment with initially hundreds and soon thousands of users, on the PLATO computer system based in the [[University of Illinois]] at Urbana Champaign in 1973, when social software applications for multi-user [[chat rooms]], group message [[Internet forum|forum]]s, and [[instant messaging]] appeared all within that year. In 1974, [[email]] was made available as well as the world's first online newspaper called NewsReport, which supported content submitted by the user community as well as written by editors and reporters.
 
[[PLATO (computer system)|PLATO]] may be the earliest example of social computing in a live production environment with initially hundreds and soon thousands of users, on the PLATO computer system based in the [[University of Illinois]] at Urbana Champaign in 1973, when social software applications for multi-user [[chat rooms]], group message [[Internet forum|forum]]s, and [[instant messaging]] appeared all within that year. In 1974, [[email]] was made available as well as the world's first online newspaper called NewsReport, which supported content submitted by the user community as well as written by editors and reporters.
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Web 2.0 provided functionalities that allowed for low cost web-hosting services and introduced features with browser windows that used basic information structure and expanded it to as many devices as possible using HTTP.<ref name=Fitzpatrick/>
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Web 2.0 provided functionalities that allowed for low cost web-hosting services and introduced features with browser windows that used basic information structure and expanded it to as many devices as possible using HTTP.
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Web 2.0提供了允许低成本网络托管服务的功能,并引入了使用基本信息结构的浏览器窗口的特性,并使用 HTTP 将其扩展到尽可能多的设备。
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Web 2.0提供了允许低成本网络托管服务的功能,并引入了使用基本信息结构的浏览器窗口的特性,并使用HTTP将其扩展到尽可能多的设备。<ref name=Fitzpatrick/>
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By 2006, Of particular interest in the realm of social computing is social software for enterprise. Sometimes referred to as "Enterprise 2.0",<ref name=":0"/> a term derived from Web 2.0, this generally refers to the use of social computing in corporate intranets and in other medium- and large-scale business environments. It consisted of a class of tools that allowed for networking and social changes to businesses at the time. It was a layering of the business tools on Web 2.0 and brought forth several applications and collaborative software with specific uses.
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By 2006, Of particular interest in the realm of social computing is social software for enterprise. Sometimes referred to as "Enterprise 2.0", a term derived from Web 2.0, this generally refers to the use of social computing in corporate intranets and in other medium- and large-scale business environments. It consisted of a class of tools that allowed for networking and social changes to businesses at the time. It was a layering of the business tools on Web 2.0 and brought forth several applications and collaborative software with specific uses.
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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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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”<ref name=":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。
    
'''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.
 
'''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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== Theoretical Foundations 理论基础 ==
 
== Theoretical Foundations 理论基础 ==
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.社会智能计算是一个新的术语,指的是人们对人机系统作为人和工具之间的重要媒介的理解。这些系统使得人类和计算机之间的复杂互动产生了新的行为,并且可以由几个不同的科学领域解释。社会计算的基础扎根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福祉的因素等主题。<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.认知科学在理解社会计算和由个人需求或意义驱动的网络元素基础上的人类行为方面也发挥了巨大作用。由于整体环境决定了个人如何互动,社会学也是一个重要的因素。<ref name=Marlow/>
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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 [[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.
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社会智能计算是一个新的术语,指的是人们对人机系统作为人和工具之间的重要媒介的理解。这些系统使得人类和计算机之间的复杂互动产生了新的行为,并且可以由几个不同的科学领域解释。社会计算的基础扎根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福祉的因素等主题。<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.认知科学在理解社会计算和由个人需求或意义驱动的网络元素基础上的人类行为方面也发挥了巨大作用。由于整体环境决定了个人如何互动,社会学也是一个重要的因素。<ref name=Marlow/>
    
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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在社会计算的领域内,博客更多的是一种让人们关注一个特定的用户、团体或公司并对其博客中所涉及的特定议题进行评论的方式。这使得用户可以使用页面管理员提供的内容作为主要议题进行互动。
 
在社会计算的领域内,博客更多的是一种让人们关注一个特定的用户、团体或公司并对其博客中所涉及的特定议题进行评论的方式。这使得用户可以使用页面管理员提供的内容作为主要议题进行互动。
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Five of the best blogging platforms<ref name=Fitzpatrick>Fitzpatrick, Jason. "Five Best Blogging Platforms." Lifehacker. N.p., 20 June 2010. Web. 22 Oct. 2016</ref> include [[Tumblr]], [[WordPress]], [[Squarespace]], [[Blogger]], and [[Posterous]]. These sites enable users, whether it be a person, company, or organization, to express certain ideas, thoughts, and/or opinions on either a single or variety of subjects. There are also a new technology called webloging which are sites that hosts blogs such as Myspace and Xanga. Both blogs and weblogging are very similar in that they act as a form of social computing where they help form social relations through one another such as gaining followers, trending using hashtags, or commenting on a post providing an opinion on a blog.
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Five of the best blogging platformsinclude [[Tumblr]], [[WordPress]], [[Squarespace]], [[Blogger]], and [[Posterous]]. These sites enable users, whether it be a person, company, or organization, to express certain ideas, thoughts, and/or opinions on either a single or variety of subjects. There are also a new technology called webloging which are sites that hosts blogs such as Myspace and Xanga. Both blogs and weblogging are very similar in that they act as a form of social computing where they help form social relations through one another such as gaining followers, trending using hashtags, or commenting on a post providing an opinion on a blog.
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五大最好的博客平台包括 Tumblr,WordPress,Squarespace,Blogger和 Posterous。这些网站使得无论是个人、公司还是组织用户都能够对某一个或多个议题表达某些想法、观点或意见。还有一种叫做网络日志(webloging)的新技术,这些网站上有 Myspace 和 Xanga 这样的博客。博客和网络日志非常相似,它们作为一种社会计算形式的特点是通过互相帮助形成社会关系,比如增加关注者、使用标签趋势或在博客上对提供意见的帖子发表评论。
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五大最好的博客平台<ref name=Fitzpatrick>Fitzpatrick, Jason. "Five Best Blogging Platforms." Lifehacker. N.p., 20 June 2010. Web. 22 Oct. 2016</ref> 包括 Tumblr,WordPress,Squarespace,Blogger和 Posterous。这些网站使得无论是个人、公司还是组织用户都能够对某一个或多个议题表达某些想法、观点或意见。还有一种叫做网络日志(webloging)的新技术,这些网站上有 Myspace 和 Xanga 这样的博客。博客和网络日志非常相似,它们作为一种社会计算形式的特点是通过互相帮助形成社会关系,比如增加关注者、使用标签趋势或在博客上对提供意见的帖子发表评论。
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According to a study conducted by Rachael Kwai Fun IP and Christian Wagner,<ref name=Ip>Ip, Rachael Kwai Fun, and Christian Wagner. "Weblogging: A Study of Social Computing and Its Impact on Organizations." Decision Support Systems45.2 (2008): 242-50. Science Direct. Web</ref> some features of weblogs that attract users and support blogs and weblogs as an important aspect of social computing in forming and strengthening relationships are: content management tools, community building tools, time structuring, search by category, commentary, and the ability to secure closed blogs.
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According to a study conducted by Rachael Kwai Fun IP and Christian Wagner,some features of weblogs that attract users and support blogs and weblogs as an important aspect of social computing in forming and strengthening relationships are: content management tools, community building tools, time structuring, search by category, commentary, and the ability to secure closed blogs.
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Rachael Kwai Fun IP 和Christian Wagner的研究表明,网络日志主要依赖内容管理工具、社区建设工具、时间结构、分类搜索、评论以及保护关闭博客的能力这几个方面的特征吸引用户并支持博客和网络日志作为社会计算和加强关系的一个重要方面。
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Rachael Kwai Fun IP 和Christian Wagner的研究表明<ref name=Ip>Ip, Rachael Kwai Fun, and Christian Wagner. "Weblogging: A Study of Social Computing and Its Impact on Organizations." Decision Support Systems45.2 (2008): 242-50. Science Direct. Web</ref> ,网络日志主要依赖内容管理工具、社区建设工具、时间结构、分类搜索、评论以及保护关闭博客的能力这几个方面的特征吸引用户并支持博客和网络日志作为社会计算和加强关系的一个重要方面。
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Blogs are also highly used in social computing concepts in order to understand human behaviors amongst online communities through a concept called [[social network analysis]]. Social network analysis (SNA) is "a discipline of social science that seeks to explain social phenomena through a structural interpretation of human interaction both as a theory and a methodology".<ref name=Marlow>Marlow, Cameron. "Audience, Structure and Authority in the Weblog Community." MIT Media Laboratory (2004): 1-9. Web. 26 Oct. 2016</ref> There are certain links that occur in blogs, weblogs in this case, where they have different functions that portray different types of information such as Permalink, Blogrolls, Comments, and Trackbacks.
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Blogs are also highly used in social computing concepts in order to understand human behaviors amongst online communities through a concept called [[social network analysis]]. Social network analysis (SNA) is "a discipline of social science that seeks to explain social phenomena through a structural interpretation of human interaction both as a theory and a methodology". There are certain links that occur in blogs, weblogs in this case, where they have different functions that portray different types of information such as Permalink, Blogrolls, Comments, and Trackbacks.
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博客在社会计算概念中也被高度使用,目的是通过一种叫做社会网络分析的概念来理解在线社区中的人类行为。社会网络分析(Social network analysis,SNA)是“一门社会科学的学科,它试图通过对人类互动的结构性解释来解释社会现象,它既是一种理论也是一种方法”。博客(在这里指的是网络博客)中有一些特定的链接,它们有不同的功能并描述不同类型的信息,比如 Permalink、 Blogrolls、 Comments 和 Trackbacks。
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博客在社会计算概念中也被高度使用,目的是通过一种叫做社会网络分析的概念来理解在线社区中的人类行为。社会网络分析(Social network analysis,SNA)是“一门社会科学的学科,它试图通过对人类互动的结构性解释来解释社会现象,它既是一种理论也是一种方法”<ref name=Marlow>Marlow, Cameron. "Audience, Structure and Authority in the Weblog Community." MIT Media Laboratory (2004): 1-9. Web. 26 Oct. 2016</ref>。博客(在这里指的是网络博客)中有一些特定的链接,它们有不同的功能并描述不同类型的信息,比如 Permalink、 Blogrolls、 Comments 和 Trackbacks。
    
=== Online gaming 在线游戏 ===
 
=== Online gaming 在线游戏 ===
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=== Social perceptions社会感知 ===
 
=== Social perceptions社会感知 ===
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.<ref name="posard2014">{{cite journal|date=2014|title=Status processes in human-computer interactions: Does gender matter?|journal=Computers in Human Behavior|volume=37|pages=189–195|doi=10.1016/j.chb.2014.04.025|last1=Posard|first1=Marek}}</ref><ref name="posardRinderknecht2015">{{cite journal|last2=Rinderknecht|first2=R. Gordon|date=2015|title=Do people like working with computers more than human beings?|journal=Computers in Human Behavior|volume=51|pages=232–238|doi=10.1016/j.chb.2015.04.057|last1=Posard|first1=Marek|doi-access=free}}</ref>
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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.
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最近的研究已经开始关注群体中人类和计算机之间的互动。这一系列的研究借鉴了心理学、社会心理学和社会学等领域的成果,将互动作为主要的分析单位。
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最近的研究已经开始关注群体中人类和计算机之间的互动。这一系列的研究借鉴了心理学、社会心理学和社会学等领域的成果,将互动作为主要的分析单位。<ref name="posard2014">{{cite journal|date=2014|title=Status processes in human-computer interactions: Does gender matter?|journal=Computers in Human Behavior|volume=37|pages=189–195|doi=10.1016/j.chb.2014.04.025|last1=Posard|first1=Marek}}</ref><ref name="posardRinderknecht2015">{{cite journal|last2=Rinderknecht|first2=R. Gordon|date=2015|title=Do people like working with computers more than human beings?|journal=Computers in Human Behavior|volume=51|pages=232–238|doi=10.1016/j.chb.2015.04.057|last1=Posard|first1=Marek|doi-access=free}}</ref>
    
== Current Research研究现状 ==
 
== Current Research研究现状 ==
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.自2007年以来,社会计算的研究在技术、商业和政治等多个领域的研究人员和专业人士中变得越来越流行。华盛顿州立大学附属机构进行的一项研究对包含术语“社会计算”的学术论文进行了潜在语义分析,发现社会计算中的主题可以聚合为知识发现、知识共享和内容管理三个主要主题。<ref>{{Cite journal|last=Li|first=Yibai|last2=Joshi|first2=K.D.|date=July 29, 2012|title=The State of Social Computing Research: A Literature Review and Synthesis using the Latent Semantic Analysis Approach|journal=Association for Information Systems Electronic Library}}</ref> 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.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,这些社区如何演变,知识如何被创造和处理,人们如何被激励参与,等等。<ref>{{Cite journal|last=Parameswaran|first=Manoj|last2=Whinston|first2=Andrew B.|date=June 2007|title=Research Issues in Social Computing|journal=Journal of the Association for Information Sciences|volume=8|issue=6}}</ref>
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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.
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自2007年以来,社会计算的研究在技术、商业和政治等多个领域的研究人员和专业人士中变得越来越流行。华盛顿州立大学附属机构进行的一项研究对包含术语“社会计算”的学术论文进行了潜在语义分析,发现社会计算中的主题可以聚合为知识发现、知识共享和内容管理三个主要主题。<ref>{{Cite journal|last=Li|first=Yibai|last2=Joshi|first2=K.D.|date=July 29, 2012|title=The State of Social Computing Research: A Literature Review and Synthesis using the Latent Semantic Analysis Approach|journal=Association for Information Systems Electronic Library}}</ref> 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.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,这些社区如何演变,知识如何被创造和处理,人们如何被激励参与,等等。<ref>{{Cite journal|last=Parameswaran|first=Manoj|last2=Whinston|first2=Andrew B.|date=June 2007|title=Research Issues in Social Computing|journal=Journal of the Association for Information Sciences|volume=8|issue=6}}</ref>
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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."  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, SNARF, Slam,and [[Wallop]].  MIT, however, has a goal of creating software that shapes our cities 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."</blockquote>
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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>目前,微软(Microsoft)和麻省理工学院(Massachusetts Institute of Technology)旗下的许多知名实验室正在进行社会计算领域的研究。微软团队行动的使命是 "研究和开发有助于令人信服和有效的社会互动的软件 "。他们把主要精力放在以用户为中心的设计过程上,还使用快速原型涉及与严谨科学相结合的技术,以推出能够影响社会计算领域的完整项目和研究。微软团队目前正在进行的项目包括Hotmap、SNARF、Slam和Wallop。然而,麻省理工学院的目标是创造出能够更深入地塑造我们的城市的软件:“更具体地说,(1)我们在物理空间中创造一个微型机构;(2)我们设计可以重现和进化微型机构的社会过程;(3)我们通过编写软件使得这些社会过程成为可能。我们利用这个过程,在我们的城市中创造出更强大、更分散、更人性化的系统,尤其专注于重塑我们目前的学习、农业和交通系统。”
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目前,微软(Microsoft)和麻省理工学院(Massachusetts Institute of Technology)旗下的许多知名实验室正在进行社会计算领域的研究。微软团队行动的使命是 "研究和开发有助于令人信服和有效的社会互动的软件 "<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>。他们把主要精力放在以用户为中心的设计过程上,还使用快速原型涉及与严谨科学相结合的技术,以推出能够影响社会计算领域的完整项目和研究。微软团队目前正在进行的项目包括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>和Wallop。然而,麻省理工学院的目标是创造出能够更深入地塑造我们的城市的软件<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>:“更具体地说,(1)我们在物理空间中创造一个微型机构;(2)我们设计可以重现和进化微型机构的社会过程;(3)我们通过编写软件使得这些社会过程成为可能。我们利用这个过程,在我们的城市中创造出更强大、更分散、更人性化的系统,尤其专注于重塑我们目前的学习、农业和交通系统。”<ref name="media.mit.edu"/>
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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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The current research projects at the MIT social computing lab include The Dog Programming Language, Wildflower Montessori, and You Are Here.  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."</blockquote>
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麻省理工学院社会计算实验室目前的研究项目包括The Dog Programming Language、 Wildflower Montessori 和 You Are Here。下面是对新成立的Wildflower Montessori的大致概述:“Wildflower Montessori是一所试点实验学校,也是新的学习中心网络中的第一所学校。它的目标是模糊咖啡店和学校之间、家庭教育和机构教育之间、触觉、多感官方法和抽象思维之间的界限,在一个新的学习环境中进行实验。Wildflower将作为一个研究平台,在现代流动的背景下测试推进 Montessori方法的新思想,以及测试如何引导社会系统的有机增长,以促进这类学校的发展和联系。”
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麻省理工学院社会计算实验室目前的研究项目包括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 和 You Are Here。<ref>{{Cite web|title = You Are Here|url = http://youarehere.cc/|website = youarehere.cc|access-date = 2015-04-23}}</ref>下面是对新成立的Wildflower Montessori的大致概述:“Wildflower Montessori是一所试点实验学校,也是新的学习中心网络中的第一所学校。它的目标是模糊咖啡店和学校之间、家庭教育和机构教育之间、触觉、多感官方法和抽象思维之间的界限,在一个新的学习环境中进行实验。Wildflower将作为一个研究平台,在现代流动的背景下测试推进 Montessori方法的新思想,以及测试如何引导社会系统的有机增长,以促进这类学校的发展和联系。”<ref name="media.mit.edu"/>
    
== The difference between computational social science and computer science 计算社会科学与计算机科学的区别 ==
 
== The difference between computational social science and computer science 计算社会科学与计算机科学的区别 ==
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