Monday, 23 April 2012

Virtual Communities and Social Networks

A subject which fascinates one is the extent of the prolific expansion in media and technology and its accumulating consumption. As a member of the electronic generation there has been an insight on the growing numbers of individuals becoming associated with technology. It is becoming increasingly more convenient to utilise the internet, which has developed with the convergence of social networks amongst various technologies. This is evident with the increasing numbers of technological devices which are facilitated with 3G and Wifi, allowing access to the internet wherever and whenever desired. Furthermore, 'iCloud' which is associated with 'Apple' devices, is another example of the increasing convenience of the internet. 'iCloud' enables one to connect all of their electronic devices: their laptop, computer, ipad, phone and ipod by sending downloaded applications and files across to their other devices. This makes devices more efficient as applications can be sent across all devices. With this convenience, people are becoming increasingly connected with the internet and social network sites, me being of them. Social networks can be argued to shape individuals’ daily routines, shocking, regarding that they are a moderately contemporary invention. Individuals are using sites to manufacture their own virtual lives in order to connect and establish acquaintances. For many, like me, these sites are persistently browsed upon on and altered numerous occasions throughout the day. Emphasising this, Ellison et al, 2007, highlight that ‘the typical user spends about 20 minutes a day on the site’ which is an absurd statistic as it highlights that it has been integrated into individual’s daily lives. This interinks with the works of Graham (1999, p 130) who suggests that there has been a 'decline in communal activities'. This suggests that people are choosing to stay at home and use their electronics, in comparison to socialising outside of the home. This statement relates to one, as the television or browsing the web sometimes dominates my decisions, however, the majority of the time socialising will be the case.
The video below, which can be established on ‘Youtube’, posted by the user xplanevisualthinking (2009), expresses this growth by highlighting interesting and intriguing facts of technology and the world.

A virtual life, although they provide the ability to communicate with other individuals, they can arguably be regarded as anti-social. This can be suggested as people become absorbed into their virtual lives, ignoring their present surrounding companions. As an alternative view, Ellison et al, (2007, p.29) highlight that social networks enable friends at a distance to connect, which in fact suggests that social networks are a way to become more sociable. This is a valid statement, which relates to me individually, as many friends have recently moved away to various parts of England to university, restricting communication. Social networks have enabled one to remain in contact with these companions. Additionally, social networks allow individuals to accumulate more friends with the provision of 'friend suggestions' and 'mutual friends'. Access onto another's profile is available at any time, enabling one to acquire information and remain contemporary with companions. This suggests that social networks facilitate one with information in order to remain social, as it maintains the connection between individuals and enhances discussion.

Although social networks are suitable for remaining sociable with distant relationships, there are restrictions which one may face, suggesting that social network sites are a substantial form of communication. Graham (1999) suggests that communication skills are limited whilst communicating virtually as he claims, 'Electronical communication is more limited than face-to-face contact'. He indicates that gestures, reactions and facial expressions cannot be perceived through virtual sources. This suggestion, however, can be flawed or outdated, because since 1999, there has been a development in social networks, such as ‘Windows Live Messenger’ and ‘Facebook’ which enable the use of web cameras and microphones, helping to overcome the reactions that may be perceived negatively without them. Paralleling with this, Graham (p141-150) highlights that the online world is 'colour' and 'gender blind' as the individual is intangible at the time of communication. Although the individuals remain intangible, social network sites require a picture which eliminates this barrier. Furthermore, some relationships strive on communication through the internet, and some relationships are even developed here, suggesting that virtual communication, in some cases, is fundamental. As you can overcome these highlighted restrictions, it can indicate that social network sites are just as sociable and reputable as reality.


Virtual communities, one believes, are more anti-social in comparison to comunication websites as individuals almost become transfixed in a fantasy world. The characters are manufactured with manufactured personas of who the controller desires to be. The websites, like 'Secondlife', are generated in a way that portrays reality, enforcing sanctions and consequences, such as imprisonment, etcetera.The reality based settings deters one away from actual reality, and although communication is possible, the dialogue is predominantly manufactured, in comparison to Facebook, where dialouge is based on real life events.

References

Ellison, N.B., Steinfild, C., & Lampe, C. (2007) 'The beefts of Facebook "friends:" Social capital and college students' use of online social network sites',
Journal of Computer-Mediated Communication, 12(4), article 1.
 http://jcmc.indiana.edu/vol12/issue4/ellison.html

Graham, G. (1999) The Internet://A Philosophical Inquiry, London: Routeledge. [Chapter 7] p.130-150

xplanevisualthinking . (2009). Did You Know 4.0. Available: http://www.youtube.com/watch?v=6ILQrUrEWe8. Last accessed 20th April 2012.

Saturday, 7 April 2012

Web 2.0



'Web 2.0 is all about harnessing collective intelligence'. This statement, claimed by O'Reilly (2009), indicates that the production of the web has gradually been acknowledged and utilised by many individuals. The value of certain websites would be limited if people did not know of their existence, or could not utilise them. A collective intelligence helps to create websites as people can become members of them and help to generate their popularity, for example, websites such as 'ebay' strive on their own usage by  individuals, this is named, as highlighted by O'Reilly, as 'crowdsourcing'. With a collective intelligence, these websites' value increases as more users make the social network sites more entertaining and worthy of use. The social networks which I  access are only present because the majority of my acquaintances have an account, if none of them did, there would be no reason for me to own a profile. With the access of these networks, there is the accumulation of information based on a user's search history and account information, generating a personal finger print on the web, suggesting an increase of intelligence amongst the internet. One has recently acknowledged this since gaining an understanding on an information shadow, for example, I accessed a H Samuels jewellery website, in which, the information on my sidebar of Facebook altered to jewellery advertisements. Popular searches become adjusted to meet the user's most popular requirements, indicated with the 'I'm Feeling Lucky' tab on Google which selects the most popular information chosen by other users.


 The notion of Web 2.0 also looks at the integration of the web, now that it is available on numerous devices. These contain sensors and use GPS which enables the use of telling us where we are and recognising us, for example, when I've taken my ipod out it has tagged my location automatically on my 'Facebook' page. Linking to this, 'siri', an application on iphone 4, recognises it's user's voice and can respond to it. Additionally, there are phones which can correlate the owner's face unlocking the phone and connecting it to their 'Facebook' page. This links with a notion highlighted by Mike Kuniavsky, cited by O'Reilly, who suggests that objects create their own 'information shadows'. Individuals also have their own information shadows with pictures, videos, blogs, social network sites, etcetera. O'Reilly also suggests that the progression of the internet and technology, is almost like having 'super powers' as you can acknowledge surroundings without witnessing them, for example iphone enables you to 'find recent tweets near you'. This can be highlighted, as my phone contains 3G which enables me to keep updated with facebook whenever desired.

 

The previous paragraph  leads me on to another aspect of web 2.0, which is 'folksonomy'. Folksonomy is the idea of tagging certain things together, or one thing, which correlates and can be observed by others. This is similar to the examples given above, where websites such as 'Facebook' and 'flickr' enables the suggestion of adding companions onto a picture, or one which relates to them. Furthermore, you can tag different URLs of certain groups and correlate it with a companion, for example, one which a friend tagged me in earlier, 'I love my house rabbit', as it relates to me and her personally. One believes that this is an essential highlight to Facebook as it has enabled me to maintain track of significant photos and videos which other's have uploaded. Photos which are streamed on 'Flickr' offers the ability to tag the surroundings that are present, such as scenery or places that had been visited. This can connect people together and remind them of relevant situations.



Another aspect of Web 2.0 is a notion named 'The Long Tail'.  This looks at the distribution of goods on the internet. Goods in stores may lack the ability to have a high market share or growth, causing the lines to be deleted from the stores if the profit is limited. This leaves the niche goods left behind, however these can be distributed through the use of the internet. Anderson (2004) highlights how individuals predominantly believe that they have a mainstream taste due to marketing techniques, however, websites such as Amazon develops a diversity in decision making due to the individual recommendations which suggest appropriate links to a user's search history. As I am passionate about film watching, this seems appropriate to one as different recommendations are highlighted online, developing an insight on films that had not yet been distinguished, for example, my recent discovery of the low budget film 'Fish Tank' - a film which was not broadcasted in mainstream cinemas.

References 

Anderson, C. (2004) The Long Tail in Wired 12:10 [WWW] Available from:
http://www.wired.com/wired/archive/12.10/tail.html

O'Reilly, T. & Battelle, J. (2009) Web Squared: Web 2.0 Five Years On
http://www.web2summit.com/web2009/public/schedule/detail/10194