• Title/Summary/Keyword: Social Computing

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Computing in the Anthropocene: How Computing Technologies Mediate between the Human and the Earth (인류세 시대의 컴퓨팅: 인간과 지구를 매개하는 컴퓨팅 기술)

  • KIM, Heewon;KIM, Sungeun
    • Journal of Science and Technology Studies
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    • v.20 no.1
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    • pp.113-155
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    • 2020
  • This paper reviews literature from history, media studies, and anthropology to provide an expansive spatio-temporal framework that examines the epistemic and material aspects of computing technologies in the Anthropocene. Reconceptualizing computing as planetary technology has become imperative in the Anthropocene, in which digital sensors, devices, and infrastructures are increasingly mediating human activities to understand, utilize, and consume the Earth. Drawing upon the previous works that have examined the social, political, and cultural elements of information and communication technology (ICT), we provide three perspectives to reconsider the relationship between computing technology and the planet. Computing technologies are increasingly being adopted to measure the anthropogenic impacts on the plant, while these technologies themselves also take part in leaving deep social and material traces upon the Earth's surface. In this sense, we argue that the Anthropocene and computing technologies are co-constructive. Such a renewed perspective on computing and the Anthropocene, we hope, would bring new scalar imaginations to future studies on ICT.

The Differential Impacts of 'Communication'and 'Computing' Functions in Smartphones on Individuals' Performance and the Moderating Role of Organizational Roles

  • Kyung Young Lee;Minwoo Lee;Kimin Kim
    • Asia pacific journal of information systems
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    • v.27 no.4
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    • pp.191-215
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    • 2017
  • This study investigated the antecedents and the performance impact of two types of Smartphone functions (communication vs. computing functions) in organizational environment and the moderating impact of Smartphone users' organizational roles. More specifically, identifying two distinct types of Smartphone functions such as communication functions and computing functions (including informational, social network, and resource management functions), we investigated the impact of three antecedents (Smartphone dependency, task mobility, and perceived critical mass) on the use of the two Smartphone functions and how organizational workers' perceived performance gains differ by using these two different Smartphone functions for their workplace activities. We tested our hypotheses with survey data collected from 176 organizational workers. Our findings suggest that Smartphone dependency, task mobility and perceived critical mass of Smartphone use are significantly associated with the use of the two different functions, and that the use of computing functions is more strongly associated with perceived performance gain than the use of communication functions. We also found that managerial roles played by individual workers differently moderate the impact of Smartphone use on perceived performance gain. The present findings enable researchers and practitioners to better understand the impact of Smartphone use in workplaces.

A Study on Software Education Donation Model for the Social Care Class

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.239-246
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    • 2019
  • In this paper, we propose an effective software education donation model for the social care class. The types of software education for elementary, middle, and high school for the social care class are in the order of after school classes, club activities, creative experiences, and regular classes. In elementary school students, it is effective to precede visual programming education based on block coding and to conduct curriculum convergence with SW and HW at the beginning, and high school students are carrying out text programming education like Python. Software education for social care class The contribution activity model can be classified into five types such as geographically difficult area, multicultural family areas, orphanage, reformatory, and basic livelihood security recipient. In addition, the survey results show that the students' interest in software education and their satisfaction are all very high at 96%. Effective software education for the social care class In the donation model, the lecturers consist of responsible professors, lecturers, and assistant instructors. Software training for the social care class is effective on a year-by-year basis, so that students can feel authenticity and trust. Software education contents focus on visual programming and physical computing education in elementary or middle school, and text programming and physical computing education in high school. It is necessary to construct a software education donor matching system that helps efficient management of software education donations by efficiently matching schools (consumers: elementary, middle, high school) and software education donors(suppliers).

A Distributed Trust Model Based on Reputation Management of Peers for P2P VoD Services

  • Huang, Guimin;Hu, Min;Zhou, Ya;Liu, Pingshan;Zhang, Yanchun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.9
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    • pp.2285-2301
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    • 2012
  • Peer-to-Peer (P2P) networks are becoming more and more popular in video content delivery services, such as Video on Demand (VoD). Scalability feature of P2P allows a higher number of simultaneous users at a given server load and bandwidth to use stream service. However, the quality of service (QoS) in these networks is difficult to be guaranteed because of the free-riding problem that nodes download the recourses while never uploading recourses, which degrades the performance of P2P VoD networks. In this paper, a distributed trust model is designed to reduce node's free-riding phenomenon in P2P VoD networks. In this model, the P2P network is abstracted to be a super node hierarchical structure to monitor the reputation of nodes. In order to calculate the reputation of nodes, the Hidden Markov Model (HMM) is introduced in this paper. Besides, a distinction algorithm is proposed to distinguish the free-riders and malicious nodes. The free-riders are the nodes which have a low frequency to free-ride. And the malicious nodes have a high frequency to free-ride. The distinction algorithm takes different measures to response to the request of these two kinds of free-riders. The simulation results demonstrate that this proposed trust model can improve QoS effectively in P2P VoD networks.

Understanding Individual's Switching Intentions to Cloud Computing Service: Based on the Social Exchange Theory (개인 클라우드 컴퓨팅 서비스로의 전환의도에 관한 연구: 사회교환이론을 중심으로)

  • Shin, Seonjin;Park, Sung-Uk
    • Journal of Korea Technology Innovation Society
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    • v.18 no.1
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    • pp.176-203
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    • 2015
  • While the importance of adopting cloud computing service has been emerged, comparatively little research has been conducted on examining factors of an individual user's intention to switch toward cloud computing service. Hereafter, this study presents and empirically tests users' intention to switch to cloud computing. Our model posits that the characteristics of cloud computing such as effectiveness, economics, accessability, switching cost, security concern, and satisfaction toward existing IT service to cloud service affect perceived value, which in turn, influences intention to switch. An experimental study using student subjects provided empirical validation for our proposed model. Survey data from 204 respondents was used to test the model using partial least square analysis. As the result of the analysis, five hypotheses out of seven hypotheses were supported. According to our results, among the characteristics of cloud computing, effectiveness, economics, switching cost, and security concern were found to have significant impact on users' intention to switch that mediated by perceived value. Based on our research findings, we hope that this research will stimulate researchers' interest in the emerging area of cloud computing adoption.

A Study on Recommendation Method Based on Web 3.0

  • Kim, Sung Rim;Kwon, Joon Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.43-51
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    • 2012
  • Web 3.0 is the next-generation of the World Wide Web and is included two main platforms, semantic technologies and social computing environment. The basic idea of web 3.0 is to define structure data and link them in order to more effective discovery, automation, integration, and reuse across various applications. The semantic technologies represent open standards that can be applied on the top of the web. The social computing environment allows human-machine co-operations and organizing a large number of the social web communities. In the recent years, recommender systems have been combined with ontologies to further improve the recommendation by adding semantics to the context on the web 3.0. In this paper, we study previous researches about recommendation method and propose a recommendation method based on web 3.0. Our method scores documents based on context tags and social network services. Our social scoring model is computed by both a tagging score of a document and a tagging score of a document that was tagged by a user's friends.

Load Balancing Strategy for P2P VoD Systems

  • Huang, Guimin;Li, Chengsen;Liu, Pingshan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.9
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    • pp.4207-4222
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    • 2016
  • In a P2P (Peer-to-Peer) VoD (video-on-Demand) streaming system, the nodes' load is an important factor which affects the system performance. In the system, some nodes may receive too many requests, which leads to overload. On the other hand, some other nodes may receive too few requests, which leads to low utilization. Therefore, designing a reasonable load balancing strategy is important. However, existing related studies cannot handle this problem effectively, because they don't have an efficient dynamic load information management mechanism, and they don't distinguish the difference of requests when transfer the nodes' load. In this paper, to manage the dynamic load information efficiently, we design a load management table for each node. Based on the load information, we propose a load balancing strategy which uses a request migration algorithm (LBRM). Through simulations, our scheme can handle the load imbalance problem effectively and improve the users' playback fluency.

Evolving IC's Role in End User Computing (최종 사용자 전산에서 정보센터의 역할)

  • Lee, Seong-Yeol;Gang, Sin-Cheol
    • Asia pacific journal of information systems
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    • v.1 no.1
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    • pp.103-115
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    • 1991
  • End-User Computing (EUC) is one of the most significant developments in corporate computing in the 1980's. An information center (IC) supports EUC by providing end-users with technical assistance and consulting services. This study investigates the effective management and implementation of an IC in an organization with respect to the three sociotechnical factors : characteristics of end-users, social relationships with the DP/MIS department, and 3) technological infrastructure of EUC. An exploratory framework for managing IC is developed based on extensive literature review and results from interviews with IC directors of 17 large companies in the midwestern region in U.S.A.

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Event-Driven Social Media: Crowd Computing System Development for Idioculture Generation (이벤트 주도형 소셜 미디어: 특유문화 생성을 위한 군중 컴퓨팅 시스템 개발)

  • Lim, Seong-Taek;Cha, Sang-Yun;Park, Cha-La;Moon, Jee-Hyun;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.301-309
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    • 2009
  • This study focuses on event-driven social media (EDSM), which supports the production of unique cultural items of small groups by satisfying the conflicting desires of distinctiveness and assimilation that small groups possess. EDSM is a system which promotes the production of idioculture through small group interaction by using an actual event in which people participate in small groups. By setting up an EDSM system in a university festival in which 10,000 to 15,000 people gather in small groups, idioculture production was tested for approximately eight hours and a half. Interaction records gathered from the test, as well as focus group interview data garnered soon after were used to analyze usage patterns of EDSM, types of idiocultures produced, and resulting factors of user experience. Through this, considerations upon designing future EDSM were proposed.

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Development of Social and Emotional Learning Program using Creative Physical Computing (창의적 피지컬 컴퓨팅 기반 사회정서학습 프로그램 개발)

  • Lee, Jun Pyo;Kim, Sung Ae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.205-206
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    • 2019
  • 본 논문에서는 오토마타를 활용한 창의 융합 교육으로 학생들에게 기술과 공학 그리고 예술의 융합적 상상력을 불어넣을 수 있는 교육과정을 제안하고 이를 통해 인지능력과 감정조절, 그리고 공감 능력을 향상시키는 것을 가능하게 하는 사회정서학습인 SEL(Social and Emotional Learning)을 수행할 수 있도록 한다. 제안하는 프로그램을 통해 학생들의 감성을 자극하고 새로운 생각을 유도함으로써 올바른 인성을 가질 수 있도록 한다.

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