Social Media

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Social Media

Social media refers to interaction among people in which they create, share, and or exchange information and ideas in virtual communities and networks. Andreas Kaplan and Michael Heinlein define social media as "a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0, and that allow the creation and exchange of user-generated content. Furthermore, social media depends on mobile and web-based technologies to create highly interactive platforms through which individuals and communities share, co-create, discuss, and modify user-generated content. It introduces substantial and pervasive changes to communication between organizations, communities, and individuals. Social media differentiates from traditional/industrial media in many aspects such as quality, reach, frequency, usability, immediacy, and permanence. There are many effects that stem from internet usage. According to Nielsen, internet users continue to spend more time with social media sites than any other type of site. At the same time, the total time spent on social media in the U.S. across PC and mobile devices increased by 37 percent to 121 billion minutes in July 2012 compared to 88 billion minutes in July 2011. For content contributors, the benefits of

participating in social media have gone beyond simply social sharing to building reputation and bringing in career opportunities and monetary income, as discussed in Tang, Gu, and Whinston (2012). Much of the criticism of social media are about its exclusiveness[citation needed] as most sites do not allow the transfer of information from one to another, disparity of information available, issues with trustworthiness and reliability of information presented, concentration, ownership of media content, and the meaning of interactions created by social media. However, it is also argued that social media has positive effects such as allowing the democratization of the internet while also allowing individuals to advertise themselves and form friendships. Most people [who?] associate social media with positive outcomes [citation needed], yet this is not always the case. Due to the increase in social media websites, there seems to be a positive correlation between the usage of such media with cyber-bullying, online sexual predators, and the decrease in face-to-face interactions.[citation needed] Social media may expose children to images of alcohol, tobacco, and sexual behaviors

Classification of social media.

collaborative projects (for example, Wikipedia) blogs and microblogs (for example, Twitter) content communities (for example, YouTube and DailyMotion) social networking sites (for example, Facebook) virtual game-worlds (e.g., World of Warcraft) virtual social worlds (e.g. Second Life)

Collaborative projects:

Collaborative projects allow groups of people to work together to create online content. Two types of collaborative projects can be particularly useful for undergraduate research: Wikis and Social Bookmarking. Wikis are essentially collaborative websites while Social Bookmarking allows users to collect and rank online content.

Blogs and Micro Blogs:-

Blog :- A blog (a truncation of the expression web log)[1] is a discussion or informational site
published on the World Wide Web and consisting of discrete entries ("posts") typically displayed in reverse chronological order (the most recent post appears first). Until 2009 blogs were usually the work of a single individual, occasionally of a small group, and often covered a single subject. More recently "multi-author blogs" (MABs) have developed, with posts written by large numbers of authors and professionally edited. MABs from newspapers, other media outlets, universities, think tanks, interest groups and similar institutions account for an increasing quantity of blog traffic. The rise of Twitter and other "microblogging" systems helps integrate MABs and single-author blogs into societal newstreams. Blog can also be used as a verb, meaning to maintain or add content to a blog. Content communities

Mirco Blog :- Microblogging is a broadcast medium that exists in the form of blogging. A
microblog differs from a traditional blog in that its content is typically smaller in both actual and aggregated file size. Microblogs "allow users to exchange small elements of content such as short sentences, individual images, or video links".[1] These small messages are sometimes called micro posts.[2][3] As with traditional blogging, micro bloggers post about topics ranging from the simple, such as "what I'm doing right now," to the thematic, such as "sports cars." Commercial microblogs also exist to promote websites, services and products, and to promote collaboration within an organization.

Content Communities :-

Content communities are groups where people congregate around a certain topic of interest. These topics could be just about anything, but mainly centre around videos, pictures or links and tend to have a social network type element surrounding them.

The main content communities in use at the moment are:

Youtube Pinterest Flickr

Social networking sites:

Social networking is the grouping of individuals into specific groups, like small rural communities or a neighborhood subdivision, if you will. Although social networking is possible in person, especially in the workplace, universities, and high schools, it is most popular online.

Virtual Game world.

A virtual world or massively multiplayer online world (MMOW) is a computer-based simulated environment. The term has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others. These avatars usually appear textual, two-dimensional, or three-dimensional representations, although other forms, such as live video avatars, are possible, with auditory and touch sensations. In general, virtual worlds allow for multiple users. The user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of telepresence.

Virtual social worlds:

A virtual world is a computer-based online community environment that is designed and shared by individuals so that they can interact in a custom-built, simulated world. Users interact with each other in this simulated world using text-based, two-dimensional or three-dimensional graphical models called avatars. Avatars are graphically rendered using computer graphics imaging (CGI) or any other rendering technology. Individuals control their avatars using input devices like the keyboard, mouse and other specially designed command and simulation gadgets. Today's virtual worlds are purpose-built for entertainment, social, educational, training and various other purposes.

Developer of famous social media:

1.Facebook :Facebook is a social networking service launched in February 2004, owned and operated by Facebook It was founded by Mark Zuckerberg with his college roommates and fellow Harvard University students Eduardo Saverin, Azel[disambiguation needed], Andrew McCollum, Dustin Moskovitz and Chris Hughes. The website's membership was initially limited by the founders to Harvard students, but was expanded to other colleges in the Boston area, the Ivy League, and gradually most universities in Canada and the United States,[3][4] corporations, and by September 2006, to everyone of age 13 and older with a valid email address. Facemash, the Facebook’s predecessor, opened on October 28, 2003. Initially, the website was invented by a Harvard student, Mark Zuckerberg, and three of his classmates – Andrew McCollum, Chris Hughes and Dustin Moskovitz. Zuckerberg wrote the software for the Facemash website when he was in his second year of college. The website was set up as a type of ―hot or not‖ game for Harvard students. The website allowed visitors to compare two student pictures side-by-side and let them choose who was ―hot‖ and who was ―not‖. That night, Zuckerberg wrote the following blog entries: I'm a little intoxicated, not gonna lie. So what if it's not even 3 pm and it's a Tuesday afternoon? What? The Kirkland dormitory facebook is open on my desktop and some of these people have pretty horrendous facebook pics. I almost want to put some of these faces next to pictures of some farm animals and have people vote on which is more attractive. —2:49 pm Yea, it's on. I'm not exactly sure how the farm animals are going to fit into this whole thing (you can't really ever be sure with farm animals...), but I like the idea of comparing two people together. —11:10 am Let the hacking begin. —2:57 pm By Colsen: I posted awhile back. Support Mark Zuckerberg! —11:00 pm By Colsen: Wait!...why am I up this late? —2:23 am According to The Harvard Crimson, Facemash "used photos compiled from the online facebooks of nine Houses, placing two next to each other at a time and asking users to choose the 'hotter'

person". To accomplish this, Mark Zuckerberg hacked the "facebooks" Harvard maintained to help students identify each other and used the images to populate his Facemash website. Harvard at that time did not have a student directory with photos and basic information, and with the initial site generated 450 visitors and 22,000 photo-views in its first four hours online. That the initial site mirrored people’s physical community—with their real identities—represented the key aspects of what later became Facebook. "Perhaps Harvard will squelch it for legal reasons without realizing its value as a venture that could possibly be expanded to other schools (maybe even ones with good-looking people...)," Zuckerberg wrote in his personal blog. "But one thing is certain, and it’s that I’m a jerk for making this site. Oh well. Someone had to do it eventually..." The site was quickly forwarded to several campus group list-servers. However, the website was shut down by Harvard executives a few days after it opened. Mark Zuckerberg faced charges of violating copyrights, breach of security, and violating individual privacy for stealing the student pictures that he used to populate the website. He later faced expulsion from Harvard University for his actions. However, all the charges were eventually dropped. Zuckerberg expanded on this initial project that semester by creating a social study tool ahead of an art history final. He uploaded 500 Augustan images to a website, with one image per page along with a comment section. He opened the site up to his classmates and people started sharing their notes. "The professor said it had the best grades of any final he’d ever given. This was my first social hack. With Facebook, I wanted to make something that would make Harvard more open," Zuckerberg said in a TechCrunch interview.

Mark Zuckerberg

Twitter :Twitter began as an idea that Twitter co-founder Jack Dorsey (@Jack) had in 2006. Dorsey had originally imagined Twitter as an SMS-based communications platform. Groups of friends could keep tabs on what each other were doing based on their status updates. Like texting, but not.

During a brainstorming session at the podcasting company Odeo. Jack Dorsey proposed this SMS based platform to Odeo's co-founder Evan Williams (@Ev). Evan, and his co-founder Biz Stone (@Biz) by extension, gave Jack the go-ahead to spend more time on the project and develop it further.

In its early days, Twitter was referred to as "twttr". At the time, a popular trend, sometimes to gain domain name advantage, was to drop vowels in the name of their companies and services. Software developer Noah Glass (@Noah) is credited with coming up with the original name twttr as well as its final incarnation as Twitter.

To recap, some of the key early players in in Twitter's history are: Jack Dorsey, Noah Glass, Biz Stone and Evan Williams. Many would agree that's also the appropriate order of involvement.

The First Tweet

Jack sent the first message on Twitter on March 21, 2006 9:50pm. It read, "just setting up my twttr".

During the development of Twitter, team members would often rack up hundreds of dollars in SMS charges to their personal phone bills.

While the initial concept of Twitter was being tested at Odeo, the company was going through a rough patch. Faced with the brutal reality that Apple had just released its own podcasting platform which essentially killed Odeo's business model, the founders decided to buy their company back from the investors.

Jack Dorsey, Biz Stone, Evan Williams and other members of Odeo staff facilitated the buyback.

By doing this, they acquired the rights to the Twitter platform. There is some controversy surrounding how this all took place. It's questionable whether Odeo investors knew the full scope of the Twitter platform.

Also, key members of the Twitter development team were not brought on to the new company, most notably, Noah Glass.

As a formality, Obvious Corporation (@obviouscorp) was created after the investor buyback of Odeo in order to house Twitter.

Growing, Growing and Still Growing

Twitter was now on the cusp of its biggest growth spurt. The 2007 South By Southwest (@sxsw) Interactive conference saw a huge explosion of Twitter usage. More than 60 thousand Tweets were sent per day at the event. The Twitter team had a huge presence at the event and took advantage of the viral nature of conference and its attendees.

As a side note, I joined Twitter a month later at the very first Web 2.0 Expo (@w2e) in San Francisco. After noticing attendee Tweets streaming over a big display in the lobby, I excitedly spent all day trying to figure out how to get my words in lights. I never did. Not that day, anyway.

It's safe to say that Twitter had its fair share of growing pains during its formative years. Twitter's user base grew at astounding rates and quite frequently the service would be over capacity.

Youtube:The History of YouTube began on February 14, 2005 when three former PayPal employees activated the Internet domain name "YouTube.com" and started to create a video-sharing website on which users could upload, share, and view videos Founding (2005): YouTube was founded by Chad Hurley, Steve Chen, and Jawed Karim, who were all early employees of PayPal. Prior to PayPal, Hurley studied design at Indiana University

of Pennsylvania. Chen and Karim studied computer science together at the University of Illinois at Urbana-Champaign. YouTube's early headquarters were situated above a pizzeria and Japanese restaurant in San Mateo, California. The domain name "YouTube.com" was activated on February 14, 2005, and the website was developed over the subsequent months. The creators offered the public a preview of the site in May 2005, six months before YouTube made its official debut. Like many technology startups, YouTube was started as an angel-funded enterprise from a makeshift office in a garage. In November 2005, venture firm Sequoia Capital invested an initial $3.5 million; additionally, Roelof Botha, partner of the firm and former CFO of PayPal, joined the YouTube board of directors. In April 2006, Sequoia and Artis Capital Management put an additional $8 million into the company, which had experienced hugely popular growth within its first few months. The first YouTube video was titled Me at the zoo, and shows co-founder Jawed Karim at the San Diego Zoo. The video was uploaded on April 23, 2005, and can still be viewed on the site. Growth (2006) : During the summer of 2006, YouTube was one of the fastest growing sites on the Web, uploading more than 65,000 new videos and delivering 100 million vid

eo views per day in July. It was ranked the fifth most popular website on Alexa, far out pacing even MySpace's rate of growth. According to a July 16, 2006 survey, 100 million video clips are viewed daily on YouTube, with an additional 65,000 new videos uploaded every 24 hours. The website averages nearly 20 million visitors per month, according to Nielsen/NetRatings, where around 44% are female, 56% male, and the 12- to 17-year-old age group is dominant. YouTube's pre-eminence in the online market is substantial. According to the website Hitwise.com, YouTube commands up to 64% of the UK online video market. YouTube entered into a marketing and advertising partnership with NBC in June 2006. Purchase by google (2006)On October 9, 2006, it was announced that the company would be purchased by Google for US$1.65 billion in stock. The purchase agreement between Google and YouTube came after YouTube presented three agreements with media companies in an attempt to escape the threat of copyright-infringement lawsuits. YouTube planned to continue operating independently, with its co-founders and 67 employees working within Google. The deal to acquire YouTube closed on November 13, and was, at the time, Google's second largest acquisition. Google's February 7, 2007 SEC filing revealed the breakdown of profits for YouTube's investors after the sale to Google. At the time of reporting Sequoia Capital's shares were valued at more than $446 million, Chad Hurley's at more than $395 million, Steve Chen's at more than $326 million, Artis Capital Management at more than $783 million, and Jawed Karim's at more than $64 million. Person of the year (2006)

Time magazine featured a YouTube screen with a large mirror as its annual 'Person of the Year', citing user-created media such as YouTube's, and featuring the site's originators along with several content creators. The Wall Street Journal and New York Times have also reviewed posted content on YouTube, and its effects upon corporate communications and recruitment in 2006. PC World Magazine named YouTube the ninth of the Top 10 Best Products of 2006. In 2007, both Sports Illustrated and Dime Magazine featured stellar reviews of a basketball highlight video titled, The Ultimate Pistol Pete Maravich MIX. Because of its acquisition by Google, it is sometimes referred to as "GooTube."

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