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Presented by: Syed Arif Hussain Syed Taqi Abbas Moazzam Ali Adnan Farooqui Zain Ali

Presented by: Syed Arif Hussain Syed Taqi Abbas Moazzam Ali Adnan Farooqui Zain Ali. Introducing Social Computing.

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Presented by: Syed Arif Hussain Syed Taqi Abbas Moazzam Ali Adnan Farooqui Zain Ali

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  1. Presented by:SyedArifHussainSyedTaqiAbbasMoazzam AliAdnanFarooquiZain Ali

  2. Introducing Social Computing • Social Computing: a set of on-line and/or mobile tools that facilitate user interactions and collaborations that enable users to share experiences, to become content co-creators and to provide value.

  3. Social Computing growth worldwide • Video and Photo • 1 billion hits a day on You Tube • 2 billion photos & > 14 million videos uploaded to facebook monthly • 80% of active internet users worldwide watch video clips online • Social Networking • >300 million Facebook users worldwide; 100 million in Europe; ~50% daily users • 56 milliomNetlog users in Europe , in 20 languages, > 150 million visitors per month • 70% of active internet users worldwide visit a friend's page . • Blogs • # of blogs 2X every 5-7 months; >110 million blogs. • >70% of active internet users worldwide read blogs, 46% left a comment and 35% started own blog • Others • 5 billion tweets on twitter • 14 million articles on Wikipedia, >3 million in English, ~269 languages versions, 1 million contributions, 85000 people contributed 5 times or more

  4. Recent Social Computing trends • Not only for younger people • Not only for leisure • Not all users participate in the same way • Exponential growth has slowed down but supply and use patterns are changing continuously => SC is becoming part of mainstream internet use

  5. Rise of Social Computing

  6. Rise of Social Computing • History of SC is deeply entangled with the evolution of PC’s and internet. • Vannevar Bush (1945) conceives of a device he called the ‘memex’, in which the hyperlink notion was used to connect personal data of friends. • The actual term ‘social software’ surfaces in the eighties (Drexler, 1987) but only really takes off after 2002.

  7. Cont… The creativity sparked from: • weblog and journal communities, • conversation discovery with daypop and then technorati, • growth curve of wikipedia, mobile games, photo and playlist sharing.

  8. Cont… Rise of this new kind of social computing was due to: • Critical mass and scale afforded by mass deployment on the web. • Cheap broadband access to the Internet • The outburst of web technologies and web services

  9. Cont… • A new social structure with the power in communities is emerging because of social computing (relationship) not web 2.0 (tools) • Web 2.0 as the service platform on top of which new relationships and new power structures will emerge.

  10. Social Computing Usage • Approximately 1.1 billion Internet users. • An estimated 60% of European Internet users are involved in some form of social computing. • Uptake differs by type of application (facebook and weblogs). • Adults catching up with youngsters. • Majority of the teens are in content creation.

  11. Cont… • Percentage of People per demographics that are involved in SC, increase every year. • Social Networking is central to any teenagers life. • Young woman are more active in Social Networking then men. • But men upload more content.

  12. User Roles • Consume: Listen, play • Communicate:Comment, messaging, rate, networking • Facilitate: Tag, Bookmarking • Share/Create: upload, publish, produce

  13. Type of Usage • All large-scale communities and online social networks that rely on users to contribute content share one property: most users don’t participate very much. • A tiny minority of users usually accounts for a disproportionately large amount of the content and other system activity.

  14. Cont… According to Nielsen, user participation tends to follow a 90-9-1 rule: • 90% of users are ‘lurkers’, • 9% of users contribute from time to time, but other priorities dominate their time • 1% of users account for the majority of contributions.

  15. Cont… • Blogs are even worse in terms of participation inequality; the rule here is more like 95-4.9-0.1. • Wikipedia is thus even more skewed than blogs, following a 99.8-0.2-0.003 rule. • The percentage of creators on new social computing services depend on the aim of the community, and required skills;

  16. Cont… • The percentage of creators multiplied by the massive number of users means a huge addition of user-created value;

  17. SC in Businesses • Social computing is starting to move past early adopter firms and on to the early majority. • 89% of the CIOs said they used at least one of six SC tools - blogs, wikis, podcasts, RSS, social networking, and content tagging. • A remarkable 35% said they were already using all six of the tools.

  18. Cont… • Social networking was actually the most popular tool, with 19% of companies having invested in it, followed by podcasts (17%), blogs (16%), RSS (14%), wikis (13%). • Virtual worlds and (serious) games are considered promising in a company environment, in particular for simulation and education. • They reduce costs and improve the work experience.

  19. Cont…

  20. Impact of Social Computing Two types of impacts that SC trends have: • Economic Impact; • Social Impact.

  21. Social Impact • Increased user diversity, autonomy, and participation. • Strengthening of existing social ties or the support of making new social contacts. • Strengthening of existing relationships. • Increases possibility of privacy infringements.

  22. Key Areas of Impact • Here we examine four areas of impact • Political • Socio-cultural • Organizational • Legal

  23. Political Impacts • Civic involvement • Creates political hype • Political transparency • Fundraising • Creating perceptions of politicians • Community activism

  24. Socio-cultural Impacts • Presenting one’s identity online • Privacy concern • Influencing behaviors, attitudes, lifestyles and values • Impact on social life and relationships • Social integration & segregation

  25. Organizational Impacts • Networked form of organizations • Support for public sector operations (Support groups, medical etc) • Public sector transparency • Job seeking and recruiting

  26. Legal Impacts • Concerns regarding intellectual property rights • Laws of the offline world have become obsolete • New paradigm requires new regulations

  27. FUTURE OPPORTUNITIES AND RISKS

  28. Here we will explore two - relatively extreme - future scenarios of social computing impact. • The exploration of social computing trends in two scenarios serves as a thought experiment of how social computing could potentially impact the public sector

  29. SCENARIOS • The “Yes, we can!” scenario • THE “Wall-E” scenario

  30. The “Yes, we can!” scenario Astrid and the Multiple Sclerosis (MS) community

  31. The “Yes, we can!” scenario • Citizens are actively engaged in the public domain • Social computing technologies have empowered all groups within society • Citizens use social network sites to mobilize, creating a continuous stream of political hypes • Public services are delivered by decentralized public organizations in close cooperation with private actors and citizens.

  32. YES, WE CAN Society • Europe is a diverse and innovative society where citizens, private and public sectors are optimistic about the future and believe in “we can do this together” slogan. • All groups in the society have full access to the internet and citizens use social networking extensively • Citizens play an important role in creating new services and products as co-creators n initiators • Senior citizens participate actively

  33. Cont.. • Citizens are highly engaged in the political decision making process • A new political participative model has emerged in which feedback loops and are fully integrated into the policy and decision-making cycle of the EU

  34. Public services • Public services are delivered by decentralized public organizations. E.g. healthcare, education and law enforcement Technology • It will be an open environment in which universities, private companies and consumers will work together. All actors are ‘linked in’

  35. “Wall-E” SCENARIO Anja, Tomaz and the Europe wide social health network Wall-E

  36. THE “Wall-E” scenario • Citizens are indifferent and governments have delegated power to an involved technological system. • Both users and government are left with a rather passive role; technology has become the fabric of the society

  37. Society • European society can be characterized by indifference among citizens, the diminished role of government, and strong reliance on intelligent technological solutions • The evolution of Web 2.0 into a system of autonomous web services is accompanied by fine-grained data collection on the daily living environment, resulting in high citizen transparency and enabling the provision of fully customisedprivate and public services.

  38. Privacy is no longer an issue • Technological innovation and economic growth has resulted in innovative solutions for the public • An innovation race for the best and most optimized public services begun • large private firms sensed the gap left by citizens and governments and started to provide their own ‘public services’: education, health, security, transport services, etc

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