HSS 800 Lesson 6

Cards (40)

  • A neural network is a massively parallel distributed processor made up of simple
    processing units, which has a natural propensity for storing experiential knowledge and making it available for use.
  • Work on artificial neural networks, commonly referred to as "neural networks", has been motivated right from its inception by the recognition that the human brain computes in an entirely different way from the conventional digital computer.
  • Knowledge is acquired by the network from its environment through a learning process.
  • At birth, a brain has great structure and ability to build up its own rules through what we usually refer to as “experience”.
  • Inter-neuron connection strengths, known as synaptic weights, are used to store the acquired knowledge.
  • The brain is always embedded into a physical system that interacts with the real world, and if we want to understand the function of the brain we must take embodiment into the account
  • The 'Social graph' is rapidly becoming the most important piece of anyone's online
    persona.
  • Shape our network
    • Humans deliberately make and remake their social networks all the time.
  • Our network shapes us
    • Our place in the network affects us in turn.
  • Our friends affect us People typically have many direct ties to a wide variety of people, including parents and children, brothers and sisters, spouses, bosses and co-workers and neighbors and friends, and each and every one of those ties offers opportunities to influence and be influenced.
  • Our friend's friends’ friends affect us
    • It turns out that people do not copy only their friends. They also copy their friend's friends
    and their friends' friends' friends.
  • The network has a life of its own
    • Social networks can have properties and functions that neither controlled nor even perceived by the people within them.
  • Digital Media are defined as a set of media based on digital technologies that have common characteristics that differentiate them from the media that preceded them
  • According to Boyd and Ellison (2007), there are three constitutive elements of a social networks:
  • The presence of a virtual space (forum) in which users can make and present their own profile; the profile must be accessible, at least in partial form, to all the users of the network;
  • The possibility to create a network with other users with whom they can communicate
  • The possibility to analyze the characteristics of an individual own network, in particular the connections with other users.
  • Profile-based social networks: Focused on the users and on their desire to express
    themselves and communicate with their contacts(e.g. facebook, MySpace); among social networks of this type,
  • Micro blogging social networks: Focused on shared message, which has to be short and clear
  • Content-based social networks: Focused on the content posted by users
  • Two way, or "friendship" (e.g., Facebook): this allows users who are friends with each other to their access friends' profiles, contact them directly through a private chat
  • “Star”(e.g., Twitter): this clearly distinguishes between sender and receiver. The message issuer can be general
  • EXPLOSIVE GROWTH - Building on technologies that surfaced in the 1970's and
    1980's, social networks emerged in the late years of the 20th century.
  • GETTING TO GRIPS WITH SOCIAL NETWORK - for years this growth failed to
    deliver many profitable business model, whilst organizations failed to capitalize on social networks' potential.
  • INDIVIDUALS - People are engaging with social networks both in and out of the home, at whatever time of day suits them and where allowed , in any circumstances.
  • CHANGING INTERNET AND HOW WE CONNECT - In may,2010 for the first
    time, there was more traffic across social networks than searches on the internet through the semi closed worlds of apps facilitated for the most part,by the success of apple iPhone, many government plans facilitate access to 2 mbps broadband of everyone by
    2017.
  • GAMING AND VISUAL WORLD-Massively multiplayer online games depict a wide
    range of worlds, including those based on science fiction, the real world, super
    heroes, sports, horror, and historical milieus.
  • CROWDSOURCING - crowdsourcing is used as a collective intellectual gathering of
    information that comes from the public and is then used to complete a business-related
    task.
  • CROWD POWER - social networks enable us to use the scale of our connected network to bulk buy or band together to leverage our collective size.
  • EDUCATION - People intensive services are expensive.
  • OLDER NETWORKS - Government is seeking to reduce its operational costs and
    engage more closely with its citizens.
  • BIG SOCIETY
    The coalition government is keep for people to become increasingly active to help resolve some of the issues we face.
  • AMBIENT TECHNOLOGY - By 2020 we expect to have over 22 billion devices
    communicating over the internet.
  • BUSINESS
    Some organizations are now discovering the power of facilitating connection between
    their staff and their business partners through social network technologies.
  • SECURITY -. facilitating personal access certainly shows employees that they are trusted to manage their properly and also that they can be trusted not to divulge proprietary information to outsider.
  • INNOVATION - as open source innovation and co-creation become familiar means for firms to innovate their products and service offerings the role of social media becomes more critical.
  • MOBILE - Our workforce and consumers are all living in a more mobile and
    spontaneous environment today, frequently through technology.
  • NEW BUSINESS MODELS - Social networks, cloud computing, ambient technology, mobile and combinations of information coming together to provide new products and services are changing consumers' expectations of service and charging the business model organization deploy.
  • DATA EXPLOSION - so how will we cope with all this information about where people
    are, what they are doing, in what mode (business or leisure) and what they are saying
    across their social networks and through a variety at technologies.
  • ONLINE SOCIAL NETWORK
    When analyzing the communication that takes place through online social networks, one must consider that communication follows specific rules and expectations of computer-mediated communication environment.